-: ■ ^ 



« U LES 



EC1SI0NS THEREUNDER 



1887 



THE 

Laws of Whist, 



All the Important Decisions 

Made in England France and the United States 

inserted beneath the Rule under 

which each case arose. 

^_ 

MODERN WHIST 

n 

Very generally illustrated and explained. 



The System of Combination of Forces 

and Refined Whist made plain by statements as 
to how every hand should be played, 

COMBINED WITH THE 

GENERAL RULES OF THE ETIQUETTE OF THE GAME, 

by Mcintosh. /s>^co?™ ,g «t*%. 



'AUG 29 1887 \Jf 



UTICA. ONEIDA COUNTY, NEW YORK, 

1887. 




Entered according to Act of Congress in the year 1887, 

By a. j. Mcintosh, 

In the Office of the Librarian of Congress at Washington. 



CONTENTS. 



Page. 
Different Kinds of Whist 3 

The Laws of Whist , 10 

Etiquette of Whist 56 

Glossary of Terms used in the game of Whist 62 



FIRST HAND. 

Original Lead in Trumps 68 

Original Lead in Plain Suits. 71 

Lead from Highest of Head Sequence . . . , 73 

Follow up your Suit until Established 80 

Avoid changing Suits 82 

Return Lowest of Strong and Highest of Weak Suit, 78, 90 

Lead Highest of numerically Weak Suit 81 

Keep command of Adversary's Suit 79 

Play out command of Partner's Suit 79 

From what Suit to Discard 81, 87 

When to Trump and when Not, a Doubtful Trick ... 79, 88 

When to Force and when Not, your Partner 77 

When to Force Adversary , 91 

When to Lead Trumps, although weak in them, 70, 71, 80 
Hold up Card of Reentry. 72, 83 



11 

Play to the Score 76 

Watch the Fall of the Cards and draw your inferences 

at the time 96 

What Card to Lead 74 

For what Trumps are used 70 

Lead from Plain Suit of less than five 74 

Underplaying 76, 82 

If Strong in Trumps, force your Partner 80 

Avoid Exceptional Plays. 83 

SECOND HAND. 

The Plays of Second Hand 83 

1. In Trumps 85, 87 

Signal for Trumps and Echo 93 

2. In Plain Suits 83 

THIRD HAND. 

The Plays of Third Hand 89 

1. In Trumps 92 

Signal for Trumps and Echo 93 

2. In Plain Suits 89 

FOURTH HAND. 

The Plays of Fourth Hand 95 

Summary of Whist in Prose and Verse 99 

Probabilities 116 



INDEX TO THE RULES. 

Rule. 
As to the rubber , 1 

As to scoring 2 

As to cutting 13 

As to formation of table . 16 

As to entry and reentry of players . . 21 

As to shuffling 26 

As to the deal 33 

As to new deal 37 

As to misdeal - 43 

As to the trump card 52 

As to cards liable to be called ........ 56 

As to cards played in error or not played to a trick 67 

As to the revoke . 71 

As to calling for new cards 83 

General rules.. from 84 to 91, inclusive 



Modern Whist 



Refined or modern whist is the most scientific of all 
games. Its theory is combination of forces, the players on 
each side uniting their strength. This is power. Twenty- 
six cards of equal value played against other twenty-six 
cards in the hands of skillful players, or when one player 
is long in trumps and has a long, plain suit the force and 
character of the system is demonstrated. The science 
and strength of the game is exhibited by each player in 
his effort to get as many tricks as he can and also help his 
partner to take as many as possible, and at the same time 
to use their combined forces to waste their adversaries' 
power, and to defeat their plans and purposes. To accomplish 
these ends requires close attention and study as well as 
prompt and judicious action founded on all the light a player 
can gather from the plays of each other player — what cards 
played — times when — by whom — the state of the score. 
These, together with the cards held by the player, lead him at 
one time to play a backward game, at another time to make 
a bold, stragetical dash, success in both instances probably 
crowning his efforts. He is a skillful general, in the game, 
who knows when the probabilities are with him in a line of 
policy that may bring success, and yet defeated in the effort, 
sees a good line of retreat whereby he may save the 
game and who never in his calculations loses sight of the 
state of the score. 



4 

Book leads are based largely on the theory of things being 
equal, particularly an even score. They are conservative, 
and are founded on long experience and sound judgment, 
but like all human rules there are exceptions to them, and 
it takes the scientific and bold player to know just when 
these occur. When to keep his forces well guarded and 
when to make a dash. He keeps in mind that the first 
suit opened by a player is his Ions: suit — that the second 
suit opened by a player is possibly, and the third probably 
a forced lead. The most skillful player plays probabilities 
— probabilities in his favor, not a certainty — for he will often 
fail in his purposes. 

No one can be a finished player without a thorough knowl- 
edge of the rules. No player desires to play a boorish game 
or violate the rules. By knowing the rules and adhering 
strictly to them, dignity, character and order are given to 
the game. Law is civilization — want of it confusion and 
barbarism. If whist laws comprise not the game, it is certain 
there can be no whist without the laws Knowledge of 
whist laws can only be acquired by knowledge of the 
decisions made under laws, and these never having been 
compiled, is the author's apology for this work, and if 
thereby he shall in a small degree contribute to the in- 
telligence, convenience and harmony of the game, he will 
feel fully compensated. That there are errors in this 
work is more than probable — but that it has some merit the 
author feels assured. As it is he gives it to the whist world. 

Utica, N. Y., June, 1887. 



Different &ames of Whist 

There are six different game of whist, 
viz : 

Long Whist, the whist of Hoyle, 10 
point, counting honors, (now nearly obso- 
lete). Long whist, 7 point, not scoring 
honors. (Not in favor.) 

Short Whist, counting honors as played 
in England. 

Short Whist, not counting honors, as 
played in America and France, called 
American Whist. It is played now a good 
deal in England, and is growing in favor 
there. 

Dummy Whist, as played in France and 
in the United States. It is played some 
in England. 

Double Dummy, as played in France and 
in the United States, It is played some in 
England. 

The same rules govern long as short 
whist. The rules of dummy are the same 
with the exceptions hereinafter mentioned. 



Whist Laws or Rules, 

Whist card rules were made for the pur- 
pose of establishing a written code of laws 
to govern the game of whist, and that by 
which harmony, order and uniformity 
might be given to the game. 

This code of laws was in no sense made 
to prevent or punish cheating. Cheating 
is not whist. A player that cheats in the 
game is summarily punished, but only by 
the unwritten law. He is condemned at 
once as an outcast — abhorred and deserted 
by all good whist players. 

The game of whist under and within the 
rules is in its broadest sense a thoroughly 
honest game, and it 4s and should be the 
intention of each player to violate no obli- 
gation or rule applicable to the game. The 
law makers anticipating that through inad- 
vertence, accident or carelessness, the rules 
would be violated by players, and that 



thereby the player violating a rule and his 
partner would obtain an undue advantage. 
As a compensation to the adversaries for 
this advantage thus gained provision is 
made under the rules — generally called 
penalties to equal the advantage and no 
more. Nothing is in fact, with one excep- 
tion, provided or given as a penalty. It is 
not a game of penalties. Penalties are 
named frequently in the rules, but the only 
instance when a penalty is imposed, is in 
case of revoke, (under rule 72) and in that 
case because of the difficulty of measuring 
the advantage resulting from the play, 
and because it so damages the order and 
play of the hands in which it occurs, and 
as the law makers say, " because the offence 
is so great." 

In all other cases equity and justice rule. 
All of the many decisions which have 
been made by English, French and Amer- 
ican whist players whose judgment and de- 
cisions all respect and regard, were made 
by them, based on the foregoing principles, 



and they were governed thereby to their 
conclusions, and the same principles should 
govern in deciding future cases as they 
may occur. 

A lax interpretation of the whist laws 
may work great inconvenience, yet a rigid 
interpretation of the laws is never made 
that would inflict wrong in many cases. 

To illustrate, rule 6 says : " Honors shall 
be claimed" &c. A and R playing as part- 
ners and their score being two, make in a 
hand one point and claim game and score 
it, not mentioning honors. After top card 
of following deal is turned, the adversaries 
claim that A and B have not claimed hon- 
ors, and that they are too late to score 
them. Held that they had substantially 
complied with the rule and were entitled to 
score honors. 

The Club Code as revised and adopted 
bv the Arlington and Portland Clubs, em- 
braces the rules or laws governing the game 
of whist. These make, as it were, the 
Common Law of the game governing all 



9 

players of the game except such whist 
clubs or bodies as have made or may make 
a change of the rules and laws in some 
particular respect. As changed it becomes 
a special statute, of force only within the 
club or body making the change. 

It is well that the whist world is governed 
substantially by the same code of laws. It 
would be better if it were altogether so ; 
then even different languages would not 
separate good whist players. As to whist 
they would form a common brotherhood 
the world over, and therein soeak fluently 
one language. 

The following is the Club Code, com- 
monly called Whist Laws or Rules. 

All the important decisions that have 
been made of cases under the rules are also 
given under the rule in which the same 
arose. 



THE LAWS OR RULES 



VERBATIM, FROM 

THE CLUB CODE. 

(The foot notes are added by the author, and embrace 
all the important decisions made in England, France and 
America.) 

The Rubber. 

i. The rubber is the best of three 

games. If the first two games be won by 

the same players, the third game is not 

played. 

Scoring. 

2. A game consists of five points. Each 

trick, above six, counts one point. 

The game as formerly played consisted of ten 
points. Honors were scored as indicated in Rule 
3 7 except that players who at the commencement 
of a deal had a score of nine, were in the "nine 
holes," and did not then score honors. The 
American game as played for a time consists of 



11 

seven points, and in which honors are not scored. 
Most clubs now in America play a five point game 
and do not score honors. This is known as 
American Whist, yet there are some clubs in 
America that play a five point game according to 
the club code and score honors. 

3. Honors, i. e., Ace, King, Queen, and 
Knave of trumps are thus reckoned : 

If a player and his partner, either sepa- 
rately or conjointly, hold — 

I. The four honors, they score four points. 
II. Any three honors, they score two points. 
III. Only two honors, they do not score. 

Of course this Eule as well as all others, in so 
far as it and they refer to scoring of honors are in 
abeyance in those clubs that do not score honors. 

4. Those players who, at the commence- 
ment of a deal, are at the score of four, 
cannot score honors. 

5. The penalty for a revoke takes prec- 
edence of all other scores. Tricks score 
next. Honors last. 

What constitutes a revoke. See Rule 71. 
Penalty for revokes. See Rule 72. 

Example. — If a player revokes when the 
adversaries score stands two to none, the adver- 



12 

series win a treble, however many tricks the re- 
voking side may win, as the revoke counts be- 
fore tricks. &ee note to Rale 72. 

6. Honors, unless claimed before the 
trump card of the following deal is turned 
up, cannot be scored. 

7. To score honors is not sufficient ; 
they must be called at the end of the hand ; 
if so called, they may be scored at any 
time during the game. 

The trump card must be turned up and 
quitted to deprive the claimants of their 
right to score honors. 

8. The winners gain — 

1. A treble, or game of three points, when their 
adversaries have not scored. 

11. A double, or game of two points, when their 
adversaries have scored less than three. 

III. A single, or game of jone point, when their 
adversaries have scored three, or four. 

The values of the two games won are added 
together, and to which is added two points as a 
bonus for winning the rubber — from which is 
deducted the value of a game won, if any, by the 
•opponent — the difference is the rubber score. 



la 

This difference may varv from one to eight 
points. . 

Minimum, 14-1 + 2=4—3=1 

Maximum, 3 + 3 + 2=3—0=8 

The minimum shows that one side won two games, and 
that the adversaries made at least three tricks eaGh of those 
two games, and that the adversaries won a treble in the rub- 
ber. The 1 + 1 + 2 represents score of the two games, the 2 
for the rubber — then 

1+1+2= 
From which deduct treble won by adversaries, =3. 

This leaves 1 

point as result of the rubber. The maximum shows one 
side w r on two trebles, adversaries won nothing — then 
3 + 3 + 2=3 points as the result of that rubber. 

Again, suppose in a rubber, the first game is won by one 
side making five points, the adversaries two points, the re- 
sult of that game would be 1 + 1, a double. 

Second game won by other side 5 to 4, result a single 1. 

Third game a treble,won by side that won the second game. 
The result of this rubber would be : 

1 + 3 + 2=6-2=4. 

9. The winners of the rubber gain two 
points (commonly called the rubber points) 
in addition to the value of their games. 

10. Should the rubber have consisted of 
three games, the value of the losers' game 



14 

is deducted from the gross number of 
points gained by their opponents. 

ii. If an erroneous score be proved, 
such mistake can be corrected prior to the 
conclusion of the game in which it occur- 
red, and such game is not concluded until 
the trump card of the following deal has 
been turned up. 

12. If an erroneous score, affecting the 
amount of the rubber, be proved, such 
mistake can be rectified at any time during 
the rubber. 

A single being scored by mistake for a double 
or treble, or visa versa, the mistake can be cor- 
rected under the Rule. 

If one side take up a trick or tricks belonging 
to their adversaries, the right to reclaim holds 
good until the hand is played out. 

Cutting. 
i 3. The Ace is the lowest card. 
14. In all cases, every one must cut from 
the same pack. 

Cut as used in the rule means cut, while it is a 
frequent practice, but one not liked by refined 



15 

whist players, to spread the pack on the table 
and draw instead of cut The rule should be ob- 
served. 

15. Should a player expose more than 
one card, he must cut again. 

Formation of Table. 

16. If there are more than four candi- 
dates, the players are selected by cutting ; 
those first in the room having the prefer- 
ence. The four who cut the lowest cards 
play first, and again cut to decide on part- 
ners ; the two lowest play against the two 
highest ; the lowest is the dealer, who has 
choice of cards and seats, and, having once 
made his selection, must abide by it. 

17. When there are more than six can- 
didates, those who cut the two next lowest 
cards belong to the table, which is com- 
plete with six players; on the retirement 
of one of those six players, the candidate 
who cuts the next lowest card has a prior 
right to any after-comer to enter the table. 

A full table holds the table until a vacancy oc- 
curs, when the pla} 7 ers may request another mem- 



16 

ber to fill the vacancy and he has right of entry 
unless it interferes with an established " prior 
right" under the rale. Either player may, with 
the consent of the other players, appoint a sub- 
stitute to play that rubber without effecting prin- 
cipal's right to the table. See Rule 23. 

Cutting Cards for Partners, and for 
the Deal. 

i 8. Two players cutting cards of equal 
value, unless such cards are the two high- 
est, cut again ; should they be the two 
lowest, a fresh cut is necessary to decide 
which of those two deals. 

Example. — A three, two sixes and a knave 
are cut. The two sixes cut again, and the lowest 
plays with, the three. Suppose at the second cut, 
the two sixes cut a king and a queen, the queen 
plays with the three. If, at the second cut an 
ace or a two is cut, the three still retains its priv- 
ileges as original low, and has the deal and choice 
of cards and seats. __^ % 

19. Three players cutting cards of equal 
value cut again ; should the fourth (or re- 
maining) card be the highest, the two 
lowest of the new cut are partners, the 
lower of those two the dealer ; should the 



17 

fourth card be the lowest, the two highest 
are partners, the original lowest the dealer. 

Example. — Three aces and a two are cut. The 
three aces cat again. The two is the original 
high and plays with the highest of the next cut. 

Suppose at the second cut, two more twos and 
a king are cut. The king plays with the orig 
inal two, and the other pair of twos cut again for 
deal. Instead of that, suppose the second cut to 
consist of an ace and two knaves. The two 
knaves would cut again and the player cutting, 
the highest card would play with the two. 

Cutting Out. 

20. At the end of a rubber, should ad- 
mission be claimed by any one, or by two 
candidates, he who has, or they who have, 
played a greater number of consecutive 
rubbers than the others is, or are, out ; but 
when all have played the same number, 
they must cut to decide upon the out-goers ; 
the highest are out. 

Entry and Re-entry. 

21. A candidate wishing to enter a table 
must declare such intention prior to any 
of the players having cut a card, either for 



18- 

the purpose of commencing a fresh rubber 
or of cutting out. 

22. In the formation of fresh tables, 
those candidates who have neither be- 
longed to nor played at any other table 
have the prior right of entry ; the others 
decide their right of admission by cutting. 

.23. Any one quitting a table prior to 
the conclusion of a rubber, may, with con- 
sent of the other three players, appoint a 
substitute in his absence during that rub- 
ber. 

24. A player cutting into one table whilst 
belonging to another loses his right* of re- 
entry into that latter, and takes his chance 
of cutting in, as if he were a fresh candi- 
date .f 

If a player quits the^able out of his turn, only 
one of those whose turn it is to go out can be 
called on to do so, as only two players can enter 
at a time, if two of the original players wish to 
remain, these two determine between themselves 
by cutting which remains. 

***. e. his prior. tAnd last in the room, vide Law 13. 



19 

25. If any one break up a table, the 
remaining- players have the prior right to 
him of entry into any other, and should 
there not be sufficient vacancies at such 
other table to admit all those candidates, 
they settle their precedence by cutting. 

Shuffling. 

26. The pack must neither be shuffled 
below the table nor so that the face of 
anv card be seen. 

27. The pack must not be shuffled dur- 
ing the play of a hand. 

28. A pack, having been played with, 
must neither be shuffled, by dealing it into 
packets, nor across the table. 

29. Each player has a right to shuffle 
once only, except as provided by Rule 32, 
prior to a deal, after a false cut, or when a 
new deal has occurred 

As to false cut, vide Law 34. 
As to nevj deal, vide Law 37. 



20 

30. The dealer's partner must collect the 
cards for the ensuing deal, and has the 
first right to shuffle that pack. 

31. Each player after shuffling must 
place the cards properly collected, and face 
downwards, to the left of the player about 
to deal. 

32. The dealer has always the right to 
shuffle last ; but should a card or cards be 
seen during his shuffling, or whilst giving 
the pack to be cut, he may be compelled 
to reshuffle. 

The Deal. 

33. Each player deals in his turn ; the 
right of dealing goes to the left. 

34. The player on the dealer's right cuts 
the pack, and, in .dividing it, must not 
leave fewer than four cards in either 
packet ; if in cutting, or in replacing one 
of the two packets on the other, a card be 
exposed, or if there be any confusion of 
the cards, or a doubt as to the exact place 



21 

in which the pack was divided, there must 
be a fresh cut. 

35. When a player, whose duty it is to 
cut, has once separated the pack, he can- 
not alter his intention ; he can neither 
reshuffle nor recut the cards. 

He has the right to shuffle and cut but once 
each. If he cut or separate the pack his right to 
shuffle is gone. If doubt arises as to the place 
where the pack was separated, etc., the doubt 
will be settled under last provisions of Rule 34. 

36. When the pack is cut, should the 
dealer shuffle the cards, he loses his deal. 

A New Deal. 

37. There must be a new deal — 

1. If during a deal, or during the play of a hand, the 
pack be proved incorrect or imperfect. 
II. If any card, excepting the last, be faced in the 
pack. 

In a new deal the same dealer deals again — 
this because he is not at fault. ( Vide Rules 47, 
50 and 69, as to new deals.) A dealer has no 
right to count the cards dealt or undealt to ascer- 
tain whether or not he has made a mistake. If 
he does so, the deal is lost under Rule 44. 



22 

The cards having been properly dealt, and one 
player in gathering his hand takes a card belong- 
ing to an adversaiy, and neither player being 
able to state which the stray card is, the adversa- 
ries may call for a new deal, and not having seen 
their cards, have the option of that call or of 
drawing a card from the hand holding the stray 
card. Taking up the cards is considered in decid- 
ing cases as equivalent to seeing the cards. 

38. If, whilst dealing, a card be exposed 
by the dealer or his partner, should neither 
of the adversaries have touched the cards, 
the latter can claim a new deal ; a card 
exposed by either adversary gives that 
claim to the dealer, provided that his part- 
ner has not touched a card ; if a new deal 
does not take place, the exposed card can- 
not be called. 

The dealer can claim a new deal if r during his 
deal, either of the adversaries exposes a card — in 
case his partner has not touched a card. 

If, in dealing, the dealer sees a card, but turns 
it face downward so quickly that his adversaries 
can't name it, if requested he must name it, or the 
adversaries may call for a new deal— he naming 
the card they have the option of a fresh deal. 

39. If, during dealing, a player touch 
any of his cards, the adversaries may do 



23 

the same, without losing their privilege of 
claiming a new deal, should chance give 
them such option. 

40. If, in dealing, one of the last cards 
be exposed, and the dealer turn up the 
trump before there is reasonable time for 
his adversaries to decide as to a fresh deal, 
they do not thereby lose their privilege. 

41. If a player, whilst dealing, look at 
the trump card, his adversaries have a right 
to see it, and may exact a new deal. 

42. If a player take into the hand dealt 
to him a card belonging to the other pack, 
the adversaries, on discovery of the error, 
may decide whether they will have a fresh 
deal or not. 



A Misdeal. 

43. A misdeal loses the deal. 

A misdeal does not lose the deal in the cases 
named in Eules 45, 50 and 69. 



24 
44- It i s a misdeal 

1. Unless the cards are dealt into four packets, one at 
a time, in regular rotation, beginning with the 
player to the dealer's left. 
ill. Should the dealer place the last (i. e., the trump) 
card, face downwards, on his own, or any other 
pack. 

III. Should the trump card not come in its regular 

order to the dealer ; but he does not lose his deal 
if the pack be proved imperfect. 

IV. Should a player haye fourteen cards, and either of 

the other three less than thirteen. 
V. Should the dealer, under an impression that he has 
made a mistake, either count the cards on the 
table, or the remainder of the pack. 
Wl. Should the dealer deal two cards at once, or two 
cards to the same hand, and then deal a third ; 
but, if prior to dealing that third card, the dealer 
can, by altering the position of one card only, 
rectify such error, he may do so, except as pro- 
vided by the second paragraph of this law. 

"VII. Should the dealer omit to have the pack cut to him, 
and the adversaries discover the error, prior to 
the trump card being turned up, and before look- 
ing at their cards, but not after having done so. 

See Rule 36, 45 and 47. 

After the word " fourteen " in subdivision IV. 
add the words "or more," and at the end of same 
subdivision the words, "the pack being perfect." 

If the dealer misses a hand in dealing, he may 
rectify the error before dealing to the next hand ; 



25 

if not notified before he deals to the next hand, 
it is a misdeal; i. e. if he shall have dealt to 
two hands it is too late to correct the error. 

Case. — A and B, partners against X and Y. 
A deals and pays out the cards correctly, but in 
gathering up his cards took one of B's cards, and 
played with fourteen cards in hand — taking three 
tricks in plain suits — then threw down the four 
honors and claimed game. It was conceded by 
the adversaries. Then all the players threw 
their cards on the table and they were mixed by Y 
or by A, without objection of the adversaries. 
Held, the score stands good. If the error had been 
discovered before the cards were mixed it would 
have been a misdeal. 

Case. — The same parties playing another hand. 
A in gathering his hand took one of B's cards 
and played with fourteen cards until he had four 
cards left and B only two X and Y held three 
honors and had nine tricks. Held, it was a 
misdeal. 

45. A misdeal does not lose the deal if, 
during the dealing, either of the adversa- 
ries touch the cards prior to the dealer's 
partner having done so; but should the 
latter have first interfered with the cards, 
notwithstanding either or both of the 
adversaries have subsequently done the 
-same, the deal is lost. 



26 

46. Should three players have their right 
number of cards — the fourth have less than 
thirteen, and not discover such deficiency 
until he has played any of his cards, the 
deal stands good; should he have played 
he is as answerable for any revoke he may 
have made as if the missing card, or cards, 
had been in his hand ; he may search the 
other pack for it, or them. 

Bach player is bound to know before he plays* 
to the first trick that he holds as many as thirteen 
cards. 

Vide Hide 70, and Subdivision 1 V. of Rule 44.. 

47. If a pack, during or after a rubber, 
be proved incorrect or imperfect, such 
proof does not alter any past score, game, 
or rubber ; that hand in which the imper- 
fection was detected is null and void ; the 
dealer deals again. _ 

48. Any one dealing out of turn, or 
with the adversary's cards, may be stopped 
before the trump card is turned up, after 
which the game must proceed as if no 
mistake had been made. 



27 

49- A player can neither shuffle, cut,, 
nor deal for his partner, without the per- 
mission of his opponents. 

50. If the adversaries interrupt a dealer 
whilst dealing, either by questioning the 
score or asserting that it is not his deal, 
and fail to establish such claim, should a 
misdeal occur, he may deal again. 

51. Should a player take his partners 
deal and misdeal, the latter is liable to the 
usual penalty, and the adversary next in 
rotation to the player who ought to have 
dealt then deals. 

The Trump Card. 

52. The dealer, when it is his turn to 
play to the first trick, should take the 
trump card into his hand ; if left on the 
table after the first trick be turned and 
quitted, it is liable to be called ; his part- 
ner may at any time remind him of the lia- 
bility. 



28 

If the trump card is left on the table after the 
time allowed by the Rule, it becomes an exposed 
card, and is liable to be called as such ; but it is 
not usual to call it. 

The trump card raised from the table before 
first trick is turned and quitted, is not liable to be 
called as an exposed card. The dealer may take 
the first trick and any time before he turns and 
quits it is in time to take up the trump card. It 
is not expected that the dealer will take up the 
trump and play to a trick the same instant. The 
other three players having played, the dealer can 
take the trump card up before playing. 

Leaving the trump card on the table after the 
first trick is turned and quitted may cause con- 
fusion, as it may be mistaken for a lead. 

53. After the dealer has taken the trump 
card into his hand, it cannot be asked for ; 
a player naming it at any time during the 
play of that hand is liable to have his 
highest or lowest trump called. 

Amy player may, during the play of the 
kand, ask what the trump- suit is. But a player 
may not ask what the trump card was, and any 
player naming it is liable to the penalty. If a 
penalty is incurred, the player violating the rule 
may be required to pay the penalty at any time 
when it is his play during the play of the hand, 
and the call may be repeated. He cannot be 
compelled to revoke. 

Vide Rule 55. 



29 

54- If the dealer take the trump card 
into his hand before it is his turn to play, 
he may be desired to lay it on the table ' r 
should he show a wrong card, this card 
may be called, as also a second, a third, 
etc., until the trump card be produced. 

55. If the dealer declare himself unable 
to recollect the trump card, his highest or 
lowest trump may be called at any time 
during that hand, and unless it cause him 
to revoke, must be played ; the call may be 
repeated, but not changed, z. e., from high- 
est to lowest, or vice versa, until such card 
is played. 

Cards Liable to be Called. 

56. All exposed cards are liable to be 
called, and must be left on the table ; but 
a card is not an exposed card when drop- 
ped on the floor, or elsewhere below the 
the table. 

The following are exposed cards : 

I. Two or more cards played at once. 
11. Any card dropped with its face upwards, or in any 
way exposed on or above the table, even though 
snatched up so quickly that no one can name it. 



30 

All exposed cards are to be left on the table 
iace upwards. If two or more exposed cards are 
■on the table at the same time, the adversaries 
may call either, and afterward continue to call 
•either they choose until the last card is played. 
Two or more cards played at once are liable to like 
manner of call. An exposed card got rid of in 
course of play, no penalty remains except in case 
under Rule 62. A player naming a card in his 
hand makes it constructively an exposed card, and 
the adversaries may require that it be laid on the 
itable as an exposed card. 

The following case arose in the Portland Club 
•of London : A player thinking the game could 
not be saved, lowered his cards above the table, 
and was about to throw them down, but his part- 
ner, thinking the game might be saved, checked 
him, but not until each player had seen all the 
cards in the player's hand. The adversaries 
claimed that the cards were exposed cards and 
that they should be laid on the table as such 

Mr. Cavendish was present and gave it as his 
opinion that the cards were not exposed cards, as 
iihere was no penalty for lowering the hand. 
Subsequently he wrote a formal opinion in the 
case, and therein clamed they were not exposed 
cards and for the reason above stated and other 
reasons which hereinafter appear. 

Mr. Cavendish in his decision tells us that the 
words " in any way exposed," in effect mean 
nothing except that "they merely state, in a 
round about way, that exposure is exposure." 
He also states that there is nothing in whist laws 



31 

that fixes a particular angle that a player shall 
hold his cards, and that if there were such a rule, 
it would lead to endless disputes. Mr. Clay, u J. C." 
wrote a. lengthy decision in the case, sustaining 
the decision of Mr. Cavendish, and on the grounds 
thereof and for the further reason, that if it had 
been the intention of the law makers that a pen- 
alty should or might be imposed on a player for 
holding his cards below a certain angle, they 
would have made an express provision to that 
effect. 

The author very respectfully disagrees with 
Mr. Cavendish and Mr. Clay in their decision. 

Rule 56 starts off by saying : " All exposed 
cards are liable to be called, and must be left on 
the table." Webster tells us that exposed means 
to " uncover, to offer to view." Then the mean- 
ing is " all cards uncovered or offered to view are 
liable to be called, and must be left on the table." 
The rule then excepts from the operation of 
the rule, cards " dropped on the floor or elsewhere 
below the table." This exception was made on 
the probability that if a player dropped his cards 
on the floor or elsewhere, his partner could not 
see them, and consequently no advantage would 
be derived to them from the cards being thus 
dropped. 

The rule then states : — 

" The following are exposed cards : 

I. Two or more cards played at once. 

1L. Any card dropped with its face upwards, or in any 
way exposed on or above the table, even though 
snatched up so quickly that no one can name it." 



32 

In the last subdivision we have a statement 
that a card dropped with its face upwards, on or 
above the table, is an exposed card. That is one 
way of exposing a card. After extracting that 
from the rule, there is left of the rule, in clear 
terms : Any card in any way exposed on or above 
the table is an exposed card. Here is the positive 
enactment that Mr. Clay overlooked, but the 
word " angle," that Mr. Cavendish looked in vain 
for, is not in it ; while there is a clear statement 
that a card exposed over the table is an exposed 
card. They ob j ect to the word ' ' exposed. ' ' This 
word, Mr. Webster tells us, as before stated, means 
"to uncover, to offer to view." That is just 
what the offender did ; he uncovered and offered 
to view his hand so that each player saw each 
card he held in his hand, and he made this ex 
hibition of his hand over the table. 

The law makers in the second subdivision, tell 
one way by which a card would become an ex- 
posed card, by being dropped with the face 
upward, &c. There was then many untold ways by 
which a card could be exposed on and above 
the table, and now to cover every possible way 
by which a player could expose, offer to view or 
uncover a card on or above the table, they made 
the general provision under consideration. 

To drop a card on the table face upwards is 
one way to expose it ; to throw a card on the 
table face upward would expose it ; to put one's 
hand on the table with a card in it and then 
raise the hand, leaving the card uncovered on the 
table face upward, would make it an exposed 



33 

card ; to slide a card on the table face upwards 
would expose it ; to hold a card in the hand over 
the table to the full view of each player, as it was 
conceded, was done in the case under considera- 
tion, makes it an exposed card. To detach a card 
from one's hand, though held two feet or more 
from the table, makes the card liable to be called 
if an adversary can name it. That is an offence, 
and is punishable : but Mr. Cavendish and Mr. 
Clay tell us by their decision that it is no offence 
for a player to deliberately and intentionally un- 
cover and offer to view over the table his entire 
hand, and so expose it that his partner and ad- 
versaries see each card in the hand. They put- 
ting their decision on the grounds' that there is 
no law against such an act, and that the player 
saved a revoke because he held on to the cards 
while he was showing his partner the face of 
each card. I say they violated the law before 
us, made to cover just this case, — the ex- 
posure of a card or cards on or above the table 
occurring in any way. This act is clear and 
there is no provision in any other rule modifying 
it in any respect. The wrong is not in dropping 
a card, it is in exposing it on or above the 
table, and thereby giving the player and his part- 
ner an undue advantage in the playing out of 
their hands. The adversaries should be entitled to 
a compensation therefor, and that can only come 
by regarding the card offered to view as an ex- 
posed card. Certainly, if one player may thus ex- 
hibit his hand, each of the others may. If they 



34 

should, whist would end with the exposure. No 
probabilities would remain. I cannot agree with 
Mr. Cavendish that endless disputes would arise 
from the enforcement of such a rule. On the 
other hand, I think that a player that would de- 
liberately and intentionally exhibit his cards that 
way the second time, and insist that he had the 
right to do so, and that he was subject to no 
penalty therefor, would from thence find it very 
troublesome to find a partner or adversaries — 
that his whist playing would end with the second 
offence unless thereafter he plead guilty and 
promised to do the act no more. The law does 
not say what angle a player shall hold his cards, 
but it does say, if he in any way exposes them 
on or above the table, even though snatched up 
so quickly that no one can name them, they are 
exposed cards. Not alone snatched up from the 
table, for the exposure we are considering, is 
snatched up from above the table. It does not 
appear in the case whether the cards were down 
to the table or up an inch or more from the table, 
nor is it material — it is enough to know that they 
were offered to view above the table, and in a way 
that each player saw each card in the hand. A 
card subject to call as- a detached card, is one 
separated from the hand and so exposed, but not 
over the table, that it can be named, but a card 
detached and exposed to view over the table is 
an exposed card, and subject to call as such. 
A player naming a card in his hand, makes 
it constructively an exposed card, it can be called 



35 

to the table as such ; the same rule would apply 
if he named all the cards he held, even to the 
amount of a full hand, and yet we are told that if 
he intentionally does what Webster says is ex- 
posure — exposes his whole hand above the table to 
the eye of each player, and so that each player 
sees each card he holds, — this, we are told, is no of- 
fence, and that there is no penalty for it. In effect, 
that it is wrong to expose the cards to the ear, 
and there is a penalty for it, but that an exposure 
to the eye is very good, and there is no penalty 
for it. 

Their decision was wrong. The cards were 
exposed cards. 

Case XIV, reported in Drayton, is as follows : 
A and B partners against XT. A draws a card 
from his hand and almost touches the table with 
it, but suddenly changes his intention of playing 
it, and replaces it among hisother cards. 

X says : " That is an exposed card ; you must 
leave it on the table." 

A says : " Name it." 

X replies: "It is not necessary to name it. 
Your card was exposed above the table. I could 
see that it was a face card, but cannot name it, and 
rule 56 therefore makes it an exposed card, liable 
to be called." 

A then claimed that unless named the card 
could not be called. 

Decision. — " Rules 56 and 60 refer to this 
case." A card detached from all other cards, but 
not quitted, is a detached card only. If it can 



36 

be named it becomes an exposed card, and liable 
to be called." 

Note by Author. — It does not appear who 
made this decision. It is erroneous. Eules 56 
and 60 do not refer to the case. The case is de- 
termined by the one or the other of those rules. 

X, in his reply does not state he can name 
the suit of the card and that it was one of the 
face cards of that suit, but in effect states your 
card was exposed above the table, and so ex- 
hibited to my view that I saw it was a face card 
of one of the four suits, but I cannot tell which. 

A, it appears, does not dispute this state- 
ment in any respect, thus conceding the ex- 
posure above the table, and to the extent claimed by 
X. That brings the case solely within Eule 56, 
and the card was an exposed card and should 
have been placed on the tabic subject to call. 
Vide opinion of author in next preceding case. 

Rule 51, of the Washington Club, of Paris, 
reads: "All exposed cards can be called, no 
matter in what manner they are exposed, if 
dropped on the table, thrown on the table or held 
above the table, detached or not detached. 
The only exception to this rule is when a card 
is dropped on the floor,"^s then an adversary may 
see it, but it is next to impossible that a partner 
ever can." 

Case. — A and B partners against C and D. It 
is A 7 s lead, with four cards in hand. He says : 
"The four tricks are mine, the best three hearts 
and the remaining trump." A was mistaken, as 



37 

his partner held a trump card and a higher card 
than the one held by A, and he held three low 
diamonds, of which suit C held the commanding 
cards. C and D claimed the right to call A's 
cards to the table as exposed cards, and then call 
the trump card to be led, and thus C and D would 
win three of the four tricks. A and B denied 
the right to call the cards as exposed cards. A 
said he should have played out his heart suit 
first, and then led trumps, and thus he and his 
partner would have taken the four tricks. 
Held, — That C and D have the right to call 
the cards as they claimed. 

57. If any one play to an imperfect trick 
the best card on the table, or lead one 
which is a winning card as against his ad- 
versaries, and then lead again, or play sev- 
eral such winning cards one after the other, 
without waiting for his partner to play, the 
latter may be called on to win, if he can, 
the first or any other of those tricks, and 
the other cards thus improperly played are 
exposed cards. 

The effect of this rule is that a player holding 
a trick must not lead again before his partner 
shall have played to the first trick. If a player 
make a lead before his partner has pla} 7 ed to the 
first trick, the card led is an exposed card and 



38 

the partner of the player making such lead may 
be called on to win the first trick if he can. The 
adversaries have a reasonable time to make the 
call. Rule 87. If the last named partner should 
play to the first trick without giving the adver- 
saries reasonable time to make the call, they may 
treat the card played to the first trick as an ex- 
posed card, and yet call on him to win the trick 
if he can. If he can and does not, he is liable 
as for a revoke. Rule 61. The same principles 
apply to any like future leads and plays made in 
violation of Eule 57. The question as to whether 
reasonable time to call was given may be deter- 
mined as provided by Eule 89. 

58. If a player, or players, under the im- 
pression that the game is lost — or won — 
or for other reasons — throw his or their 
cards on the table face upwards, such cards 
are exposed, and liable to be called, each 
player's by the adversary; but should one 
player alone retain his hand, he cannot be 
forced to abandon it. 

59. If all four players throw their cards 
on the table face upwards, the hands are 
abandoned ; and no one can again take up 
his cards. Should this general exhibition 
show that the game might have been saved 



39 

or won, neither claim can be entertained, 
unless a revoke be established. The re- 
voking players are then liable to the fol- 
lowing penalties. They cannot under any 
circumstances win the game by the result 
of that hand, and the adversaries mav add 
three to their score, or deduct three from 
that of the revoking players. 

It will be observed that there is only choice of 
two penalties under this rule, while in other 
cases, the revoke comes under Rule 72, by which 
there is a. choice of three penalties. 

60. A card detached from the rest of 
the hand so as to be named, is liable to be 
called ; but should the adversary name a 
wrong card; he is liable to have a suit called 
when he or his partner have the lead. 

The adversaries can name but one card. Fail- 
ing in that to name the right card they are 
estopped from naming another card. The adver- 
saries are now liable to have a suit called the 
first time when either of them has the lead, and 
if not then called the right to call is gone. It is 
well to note the difference between exposed and 
detached cards. As to the former vide Rule 56 
and note. While a detached card is one separated 



40 

from the hand, and is in such position that the 
adversaries can name it. 

6 1. If a player, who has rendered him- 
self liable to have the highest or lowest or 
of a suit called, fail to play as desired, or if 
when called on to lead one suit leads 
another, having in his hand one or more 
cards of that suit demanded, he incurs the 
penalty of a revoke. 

Vide Rule 72. 

Case. A and B, playing as partners against C 
and D. A leads when it is his partner's lead. C 
calls on B to to lead a club, instead of doing so 
he led a heart Subsequently it is discovered 
that B held a club when the call was made. C 
claimed the penalty of a revoke. (Eule 61.) B 
stated he did not hear C call for a club lead. A 
said he did not hear the call. D said he did 
hear it. 

Held. — That the fact of a call having been 
made was established by the statement of C that 
he made it, sustained by; the averment of D that 
he heard it, that C and D's evidence was not over- 
come by statement of A and B that neither heard 
a call. 

62. If any player lead out of turn, his 
adversaries may either call the card errone- 
ously led, or may call a suit from him or 



41 

his partner when it is next the turn of 
either of them to lead. 

The card so led must be left on the table as an 
exposed card. The adversaries now have a choice 
of the penalties. 

1st. To call the card as an exposed card, or 

2d. To call a suit when the player of the card or his 
partner shall first next lead. If the call is not then 
made the right to call a suit is lost, and there then 
remains only the right to call the card led as an ex- 
posed card. If it should so happen that the exposed 
card is played uncalled before either of those players 
get the lead, that pays no penalty. The right to call 
a suit when either of those players have the lead re- 
mains. That right is lost only when either of them 
shall have made a lead after the false play. A suit 
being called pays the penalty, and this whether the 
player called on to play has a card of the suit or not, 
(i. e., if he has a card of the suit he will play it. If 
he has none of the suit they are relieved from the 
penalty and he will lead as he wishes,) and the ex- 
posed card if then on the table may be taken in hand 
and is not subject to call. If the lead belong to the 
partner of the player who led out of turn, the former 
must give the adversaries a reasonable time to de- 
termine the choice of penalty. {Rule 87.) Other- 
wise if he play the card he might play could be 
treated as an exposed card, and he be yet required to 
play of the suit called. The call should be made in 
such a tone of voice that the player can hear it. 
Vide case reported to Rule CI. 

63. If any player lead out of turn, and 
the other three have followed him, the trick 
is complete, and the error cannot be recti- 



42 

fied ; but if only the second, or the second 
and third have played to the false lead, 
their cards, on discovery of the mistake, 
are taken back ; there is no penalty against 
any one, excepting the original offender^ 
whose card may be called, or he or his 
partner, when either of them has next the 
lead, may be compelled to play any suit 
demanded by the adversaries. 

The card played by the original offender will 
be placed on the table as an exposed card, the 
choice of penalties, time and manner of enforcing 
is the same in every respect as under Rule 62. 
See note thereto. 

64. In no case can a player be compelled 
to play a card which would oblige him to 
revoke. 

65. The call of aTcard may be repeated 
until such card has been played. 

i. e. % an exposed card may be called at each 
trick until it is played. Not calling it at one trick 
does not deprive of the right of calling it at an}^ 
other trick. 



43 

66. If a player called on to lead a suit 
have none of it, the penalty is paid. 

Cards Played in Error, or not Played 
to a Trick. 

67. If the third hand play before the 
second, the fourth hand may play before 
his partner. 

68. Should the third hand not have 
played, and the fourth play before his 
partner, the latter may be called onto win, 
or not to win, the trick. 

69. If anyone omit playing to a former 
trick, and such error be not discovered 
until he has played to the next, the adver- 
saries may claim a new deal ; should they 
decide that the deal stand good, the sur- 
plus card at the end of the hand is consid- 
ered to have been played to the imperfect 
trick, but does not constitute a revoke 
therein. 



A player naming a card that he will play to a 

certain trick, but omitting to play it, that does not 
amount to playing the card to that trick. Other 
trick or tricks having been played before the 
omission is discovered, the adversaries have the 
right to determine that the named card shall then 
be played to the imperfect trick and that the deal 
stand good or they may call a new deal. Not 
without the assent of the adversaries will the 
card be added to the imperfect trick until the end 
of the hand, and of course not then unless the 
adversaries decide that the deal stand good. 

70. If any one play two cards to the 
same trick, or mix his trump, or other card, 
with a trick to which it does not properly 
belong, and the mistake be not discovered 
until the hand is played out, he is answer- 
able for all consequent revokes he may 
have made. If, during the play of the 
hand, the error be detected, the tricks may 
be counted face downwards, in order to 
ascertain whether there be among them a 
card too many; should this be the case, 
they may be searched, and the card restored; 
the player is, however,liable for all revokes 
which he may have meanwhile made. 

Vide Rule 46. 



45 
The Revoke. 

71. Is when a player, holding one or 
more cards of the suit led, plays a card of 
a different suit. 

72. The penalty for a revoke : 

I. Is at the option of the adversaries, who, at the end 
of the hand, may either take three tricks from 
the revoking player, or deduct three points from 
his score, or add three to their own score ; 
II. Can be claimed for as many revokes as occur dur- 
ing the hand ; 

III. Is applicable only to the score of the game in 

which it occurs ; 

IV. Cannot be divided, i. e , a player cannot add one 

or two to his own score and deduct one or two 
from the revoking player ; 
V. Takes precedence of every other score; e. g., the 
claimants two, their opponents nothing, the 
former add three to their score, and thereby win 
a treble game, even should the latter have made 
thirteen tricks and held four honors. 

Case. — A and B against S and T. A leads 6 
hearts ; S plays 2 clubs; B kn. hearts, T 4 clubs 
and gathers in the whole, and turned it face down- 
ward on the table before them, keeping his hand 
thereon. B says, " the trick is mine," and reached 
and took the trick from the table and from under 
the hand of T, which to this time had not been 



46 

taken from the trick. T now, and before B had 
turned the trick, asked, "what suit was led?" B an- 
swered "hearts." T claimed he was in time to with- 
draw his club and play a heart, and save a revoke ; 
that he had not quitted the trick when B took it 
from him, and that before the trick was turned and 
quitted by B, he had asked what suit was led ; 
that he was entitled to this information and a 
reasonable time thereafter to correct his play, and 
that B's turning and quitting the trick aftei the 
question and before its answer did not affect T's 
right. The facts as claimed by T as to his not 
taking his hand from the trick down to the time 
it was taken by B, and that T having made the in- 
quiry at the time claimed by T was conceded by 
B, yet he claimed a revoke. Held, it was not a 
revoke. T had not quitted the trick. His ques- 
tion was in time, and he was entitled to the in- 
formation, and thereafter a reasonable time to 
change his play and save a revoke. 

The adversaries have choice of three penalties 
for a revoke. First, add three points to their score ; 
or, second, deduct three points from their oppo- 
nent's score ; or, third, take three tricks from their 
opponents and add them to their own. The fol- 
lowing examples are given, as : 

1st. Adversaries 2, opponents 4; opponents revoke the 
penalty therefor, takes precedence and gives the ad- 
versaries the game, without regard to the number of 
tricks the opponents might make in the hand. 

2d. Adversaries 1, opponents 3; the latter revokes, former 
makes one point with the hand, then 1 + 1 + 3=5, the 
game. 



47 

3d. The hand the first in the game, adversaries take 
four tricks, opponents nine. But opponents revoke 
three tricks from the nine leaves six; the three added 
to the adversaries four make seven, giving the adver- 
saries one point in the hand. While if they added 
three points to their score, the score would stand 
three and three. The adversaries have the right to 
consult as to which penalty they will impose. Rule 
84 does not apply to a revoke. A player has not the 
right to revoke intentionally. See note to rule 89; 
also rules 5, 46, 59, 61, 64, 69, 70, 84 and 87. 

The laws have always been interpreted and ad- 
ministered most favorable toward the offender in 
respect to a revoke ; the mistake being of easy 
occurrence and the penalty so severe. A case 
to illustrate: A trumps a plain suit and gathers 
it in; before turning and quitting the trick, asks 
his partner "What was led?" The adversaries 
object to the question being answered, the trick 
having been gathered. {See Rule 85.) Under 
which, the question was improper and should not 
have been answered. The trick having been 
gathered he had no right to ask the card either 
player had played. Before turning and quitting the 
trick he said he wanted to know whether he had 
followed suit. He was in time to ask " what suit 
was led?" Held, that his explanation amounted 
to substantially asking that question, and he then 
was entitled to the desired information, that he 
might save a revoke. 

A revoke may be claimed when perceived, but 
cannot be scored until the hand is played out. 

73. A revoke is established if the trick 
in which it occur be turned and quitted, t. e. 



43 

the hand removed from the trick after it 

has been turned face downwards on the 

table, or if either the revoking player or 

his partner, whether in his right turn or 

otherwise, lead or play to the following 

trick. 

A takes the twelfth trick by trumping and 
claims game. The adversaries admit the claim 
and throw down their cards. A then lowers his 
remaining card, but does not quit it. The adver- 
saries then discover that A could have followed 
suit to the twelfth trick, and claim a revoke. A 
claimed he was in time to correct the play, that 
trick not having been turned and quitted. Held, 
A's claim was correct, that the revoke was not 
completed. 

74. A player may ask his partner whether 
he has not a card of the suit which he has 
renounced ; should the question be asked 
before the trick is turned and quitted, sub- 
sequent turning and quitting does not es- 
tablish the revoke, and the error may be 
corrected, unless the question be answered 
in the negative, or unless the revoking 
player or his partner have led or played to 
the following trick. 



49 

It is the duty of the player to ask his partner 
this question as soon as possible, that his atten- 
tion may be specially drawn to his play, and in 
time to correct his play if in error. If the ques- 
is unasked, and a revoke follows, the player is 
equally guilty with his partner. 

75. At the end of the hand the claimants 
of a revoke may search all the tricks. 

Vide Rule 77. 

76. If a player discover his mistake in 

time to save a revoke, the adversaries, when- 

ever they think fit, may call the card thus 

played in error, or may require him to play 

his highest or lowest card to that trick in 

which he has renounced ; any player or 

players who have played after him may 

withdraw their cards and substitute others ; 

the cards withdrawn are not liable to be 

called. 

A player playing more than one card in re- 
nouncing in error, who is called upon to play his 
highest or lowest card of the suit, pays the pen- 
alty and may take the exposed cards in hand and 
neither of them is subject to call ; the adversaries 
had choice of penalty to call each and all of the 
cards played as exposed cards or call a suit. A 
call to" play small one " is not equivalent to a call 



50 

to " play your lowest." The term u small one, 1 ' is 
very vague and undefined at whist ; it certainly 
cloes not mean smallest. The call of a "small one" 
can be disregarded, i. e., treated as no call. 

jj. If a revoke be claimed, and the ac- 
cused player or his partner mix the cards 
before they have been sufficiently examined 
by the adversaries, the revoke is established. 
The mixing of the cards only renders the 
proof of a revoke difficult, but does not 
prevent the claim, and possible establish- 
ment of the penalty. 

78. A revoke cannot be claimed after the 

cards have been cut for the following deal. 

If the adversary cuts the pack without the deal- 
ers' consent, i. e., without the dealer presenting 
the pack to him to cut, it is not too late for the 
dealer to claim a revoke, but it is too late for the 
player who cut, and his partner. 

79. The revoking player and his partner 
may, under all circumstances, require the 
hand in which the revoke has been detect- 
ed to be played out. 

80. If a revoke occur, be claimed and 
proved, bets on the odd trick, or on amount 



51 

of score, must be decided by the actual 
state of the latter, after the penalty is paid. 

8 1. Should the players on both sides sub- 
ject themselves to the penalty of one or 
more revokes, neither can win the game ; 
each is punished at the discretion of his 
adversary. 

In the manner prescribed by Rule 72. See also 
Rule 82. 

82. In whatever way the penalty be en- 
forced, under no circumstances can a player 
win the game by the result of the hand dur- 
ing which he has revoked ; he cannot score 
more than four. 

Vide Rule 61. 



Calling for New Cards. 

83. Any player (on paying for them) be- 
fore, but not after, the pack be cut for the 
deal, may call for fresh cards. He must 
call for two new packs, of which the dealer 
takes his choice. 



52 
General Rules. 

84. Where a player and his partner have 
an option of exacting from their adversa- 
ries one of two penalties, they should agree 
who is to make the election, but must not 
consult with one another which of the two 
penalties it is advisable to exact ; if they do 
so consult they lose their right ; and if either 
of them, with or without consent of his 
partner, demand a penalty to which he is 
entitled, such decision is final. 

This rule does not apply to a revoke, as to pen" 
altv for that partners may consult. Rule 84 ap- 
plies to all other cases where an option of penal- 
ties is given. It is a consultation if one player 
asks his partner " Shall we call a suit?" even if 
the question is not answered. The usual form is, 
"Will you exact the penalty or shall I?" This 
question does not bring the players within the 
prohibition under the rule. A player, if he 
can gain a special advantage by the enforcement 
of a particular penalt} r , should not be slow to 
name it. If a suit is to be called, it is generally 
well for fourth hand to call a suit to be led up to him. 
Rules under which penalties are given are 53, 55, 
56, 60, 62, 63, 68, 70, 72, 76, 77, 86. 

85. Any one during the play of a trick, 
or after the four cards are played, and be- 



53 

fore, but not after, they are touched for 
the purpose of gathering them together, 
may demand that the cards be placed be- 
fore their respective players. 

A player cannot ask, u What card was led," or 
" what card was trumps?" but may ask, ''what 
suit was led?" or " what are trumps?" i. e., "what 
suit is trumps ?" It is irregular to ask a player 
to place before him the card he played. The cor- 
rect method and rule is, to ask the players each 
to draw the card he played. If a player ask that 
a particular card be placed before its player and a 
wrong card is appropriated, and the player making 
the illegal demand is thereby misled, he must 
abide the consequences. Cards cannot be required 
to be placed except at the proper request of the 
player. 

86. If any one, prior to his partner play- 
ing, should call attention to the trick — 
cither by saying that it is his, or by naming 
his card, or, without being required so to 
do, by drawing it towards him — the adver- 
saries may require opponent's partner to 
play the highest or lowest of the suit then 
led, or to win or lose the trick. 

See Rules 53, 55, 57, 61, 68, 76, and note to 76, 
i. e., the opponent's partner may be required to 
take the trick or not take it. 



54 

87. In all cases where a penalty has been 
incurred, the offender is bound to give rea- 
sonable time for the decision of his adver- 
saries. 

88. If a bystander make any remark 
which calls the attention of a player or 
players to an oversight affecting the score, 
he is liable to be called on, by the players 
only, to pay the stakes and all bets on that 
game or rubber. 

89. A bystander, by agreement among 
the players, may decide any question. 

A statement of fact by either player binds his 
partner. 

Partners may not privately consult in case of 
difficulty. 

90. A card or cards torn or marked 
must either be replaced by agreement, or 
new cards called at the expense of the 
table. 

91. Any player may demand to see the 
last trick turned, and no more. Under no 
circumstances can more than eight cards be 



55 

seen during the play of the hand, viz., the 
four cards on the table which have not 
been turned and quitted, and the last trick 
turned. 



Etiquette of Whist 

The Pirst ten Paragraphs from Clay's Treatise on Short 
Whist. 

The following - rules belong to the Estab- 
lished Etiquette of Whist. They are not 
called laws, as it is difficult, in some cases 
impossible, to apply any penalty for their 
infraction, and the only remedy is to cease 
to play with players who habitually disre- 
gard them : 

Two packs of cards are invariably used 
at Clubs ; if possible .this should be adhered 
to. 

Any one having jthe lead and several 
winning cards to play, should not draw a 
second card out of his hand until his part- 
ner has played to the first trick, such act 
being a distinct intimation that the former 
has played a winning card. 



57 

No intimation whatever, by word or 

gesture, should be given by a player as to 

the state of his hand or of the game. 

The question, "who dealt?" is irregular, and 
if asked should not be answered. 

A player who desires the cards to be 

placed, or who demands to see the last 

trick, should do it for his own information 

onlv, and not in order to invite the atten- 

tion of his partner. 

The same rule applies in asking the question, 
" what is the trump suit?" 

No player should object to refer to a 
bystander who professes himself uninter- 
ested in the game, and able to decide any 
disputed question of facts : as to who 
played any particular card ; whether honors 
were claimed though not scored, or vice 
versa, etc. 

It is unfair to revoke purposely ; having 

made a revoke, a player is not justified in 

making a second in order to conceal the 

first. 

Until the players have made such bets as the 
wish, bets should not be made with bystanders 



58 

Bystanders should make no remark,, 
neither should they by word or gesture 
give any intimation of the state of the 
game until concluded and scored, nor 
should they walk round the table to look 
at the different hands. 

No one should look over the hand of a player 
against whom he is betting. 

Whenever a player commits an error for which 
a penalty is provided by whist laws, always exact 
it ; by so doing you will avoid disputes. It is a 
part of your score as much as points made through 
tricks. Mr. Dray son tells us, " to dispute about 
a penalty that ought fairly to be claimed, is an 
indication of an ignorant and litigious disputant.'* 

Don't be lost in your own hand. Keep in 
mind that you have a partner and that he holds- 
as many cards as you, and that he generally holds 
as much strength in his hand as you do in yours, 
and frequently more. Don't let a card fall from 
either player without your observation ; remem- 
ber who played it, and as soon as played study 
the significance of the^play, that you may, if it 
came from your partner, aid him in his purposes, 
and if it came from an adversary, that you may 
defeat him in his plans. 

Always play to the score. 

If about commencing to play with a player 
whose game is unknown to you, you may ask 
him by what author he plays ; or if he plays 



59 

11 the call and echo," &c, &c, and yon may inform 
him of yonr system of playing. 

In playing a game of short whist in which 
honors are scored, and your score is at three, 
and in playing ten point whist, and your score 
is at eight, you holding two honors may ask your 
partner, " Have you an honor ?" 

If you think the game is lost you may at any 
time ask your partner, "shall we throw down our 
hands ?" 

If you are an indifferent player, you should 
not force yourself into a full set of good players, 
as your playing with them demoralizes the char- 
acter of their game, and brings it down to about 
the standard of your game ; and if you are a 
good whist player you should not force yourself 
into a full set of indifferent players. In either 
event, if you are desired as a player by either 
set, you will be called. 

Make no expression as " what a poor hand," 
"I can't take a trick," " I can take a given num- 
ber of tricks," &c, &c, but follow subdivision 
four in its broadest sense. 

Hold your cards at such an angle that no 
player can see the face of any of them, and in 
dealing hold the cards in such position and play 
them out in such way that neither player can see 
the face of any of the cards. 

Play your cards with a uniformity of manner, 
that no inferences can be made from an exception. 

An outsider should not, after seeing one or 
more of the hands, make any expression indica- 
ting the result of the hand. 



60 

Keep an honest score. Avoid quibles and 
technicalities, and if a dispute arises as to the 
rights of players under the rules of the game, con- 
sider that the winning or losing of a trick is a 
small matter, while a reasonable and right decision 
is of great importance — possibly it establishes a 
precedent for all time. Keep your cards well in 
hand and play them in a gentlemanly manner ; 
don't slam them down on the table. Let all your 
words and actions, at the card table, be in harmony 
with the character of refined whist. 

Your partner winning the first trick in your 
favor in the hand, you should gather the tricks 
during the play of that hand. 

Exercise a kind forbearance toward your part- 
ner. Eejoice with moderation at your success, 
keeping in mind that you and your partner 
probably had the strength of cards to produce the 
result. 

Emulate the best player. One whose equanim- 
ity and courage is not affected by defeat, and 
many of them ; he is ever cool and plays his 
-cards up to the full measure of probabilities. 

Be ever ready to acknowledge an error if you 
have made one, and at all times and under all 
circumstances be of good temper and develop the 
elements that prove the true gentleman. 



Dummy. 



Is played by three players. 

One hand called dummy's lies exposed on the 
table. 

The laws are the same as those of Whist, with 
the following exceptions : 

I. Dummy deals at the commencement of each rubber. 

II. Dummy is not liable to the penalty for a revoke, as his- 
adversaries see his cards. Should he revoke and the error 
not be discovered until the trick is turned and quitted, it 
stands good. 

III. Dummy being blind and deaf, his partner is not liable- 
to any penalty for an error whence he can gain no advantage. 
Thus, he may expose some, or all of his cards, or may declare 
that he has the game or trick, etc., without incurring any^ 
penalty ; if, however, he lead from Dummy's hand, when 
he should have led from his own, or vice versa, a suit may 
be called from the hand which ought to have led, 

Double-Dummy 

Is played by two players, each having a Dummy 
or exposed hand for his partner. The laws of the 
game do not differ from Dummy Whist, except 
in the following special law : There is no misdeal,, 
as the deal is a disadvantage. 



Glossary of Terms Used in the Um of 
Whist, 

Bumper. — Winning two games — i. e. } eight points 
— before your adversaries have scored. 

Command of a suit— Having the best cards of 
that suit. See Establish. 

Conventionl signals. — Certain recognized methods 
of playing by which information is afforded 
to your partner as to the state of your hand, 
more especially as to its numerical strength. 

Cross-ruff. — See See-saiu. 

Discard. — The card you play when you cannot 
follow suit, and not trump it (if a plain suit). 

Double. — Scoring five before your adversaries 
have scored three. 

Echo, The. —Asking for trumps in response to 
your partner's signal. The Echo means that 
you have four trumps at least. 

Eldest hand. — The player on the dealer's left 
hand. 

Establish. — A suit is said to be established when 
either you have exhausted all the best cards 
in it which were against you, or have the 
power of doing so by playing your com- 
manding cards. See Command. 



63 

False card. — Playing a card contrary to the con- 
ventional rules of the game with the view of 
deceiving your adversary. 

Finessing. — An endeavor, when second or third 
player, to take a trick with a lower card, 
when a higher, not in sequence with it, is in 
your hand, in the hopes that the interme- 
diate card or cards may be with your right- 
hand adversary or your own partner. 

Forcing. — Leading a plain-suit card that compels 
your adversary or partner to play a trump to 
take the trick. 

Fourchette. — The two cards on either side of a 
card led, thus : King and Knave make the 
fourchette to the Queen led ; Queen and ten 
make the fourchette to the Knave ; and so on. 

Game. — Scoring five points. 

Guarded. — A second-best card is said to be 
u guarded" if you hold a small card of the 
suit which you can play to the best card. A 
third-best card generally requires two guards. 

Hand. — The thirteen cards held by each player. 

Honors. — Ace, King, Queen, and Knave of 
trumps. Ten and nine are sometimes called 
the Dutch honors. 

King card. — The best card left in each suit. 
Thus, if the Ace and King were out, the 
Queen would be the King-card. 



64 

Lead ', the. — The play of first card to a round or 
trick. 

Leader. — The first to play each round. 

Leading through and up to. — If you play first you 
are said to lead through your left-hand 
adversary, and up to your right-hand ad- 
versary. 

Long suit. — One of which you hold originally 
more than three cards. The term is, there- 
fore, indicative of strength in numbers. 

Long trumps. — The last trumps held in one hand. 

Long cards. — The last cards of the suit held in 
one hand. 

Losing card, a. — A card which will not take a 
trick in its suit. 

Love. — Nothing scored. 

Make. — To make a card means to win a trick with 
it To make the cards means to shuffle. 

Opening. — The plan on which the game is com- 
menced. 

Partie, a. — The same players playing two rub- 
bers consecutively, or should it be necessary, 
a third rubber, to decide which is the best 
of the three rubbers. 

Penultimate, the. — The lowest card but one of a 
suit led. It is the conventional signal that 
you hold more than four cards in the suit 
you have thus led. 



65 

Peter, the. — The signal for trumps. 

Plain suits. — Suits not trumps. 

Points. — The score made by tricks or honors ; 
for each trick after six, one point is scored. 

Quarts. — Sequence of any four cards. 

Quart-major. — The Sequence of the four highest 
cards of a suit. 

Quitted. — A trick is said to be quitted when 
the four cards constituting it have been 
gathered up, turned on the table, and left. 

Quint. — Sequence of any five cards. 

Re-entry.— Winning a trick at an advanced period 
of the hand, so as to secure you the lead 

Renounce. — To play a card of another suit than 
that led, holding none of the latter. 

Revoke. — To play a card of another suit though 
holding a card of the suit led. 

Rubber. — Two games won in succession, or two 
out of three games. 

Ruffing. — Trumping a suit. 

Score. — The points marked by coins, counters, or 
. otherwise. 

Seesaw. — Partners trumping each a suit, and 
leading to each other for that purpose. Also 
called a Cross-ruff. 



66 

Sequence. — Three or more consecutive cards in 
the order of their merit. A sequence of 
three cards is called a tierce, of four a quart, 
of five a quint, and so on. Ace, King, and 
Queen are called tierce-major. An under 
sequence is one at the bottom of the suit. 
An intermediate one neither at the top nor 
at the bottom of the suit. 

Short suit. — A suit of three or less than three 
cards. 

Signal for trumps. — Playing an unnecessarily 
high card, following it by a smaller card of 
the same suit. 

Single, a— Making game after your adversary 
has scored three or four up. 

Singleton. — One card only in a suit. 

Slam. —Making every trick. 

Strorig suit. — One containing more than the 
average number of high cards — in contra- 
distinction to numerical strength or length. 

Tenace.—The best and third best card (in the 
same hand), for the time being, of any suit. 

Tierce. — Sequence- of any three cards. 

Tierce-major. — The sequence of the three high- 
est cards of a suit. 

Treble. — Scoring five before your adversary scores 
one. 

Trick, a, — Four cards played to a round, viz., 
the card led, and the three cards played to it. 



67 

Trump card, the. — The card turned up by the 
dealer. 

Trumps. — Cards of the same suit as that turned 
up by the dealer. 

Under play. — Speaking generally, it means keep- 
ing back best cards, and playing subor- 
dinate ones (not in sequence) instead. It 
differs from finessing in this, that the object 
is not to take the trick with the smaller card, 
but to conceal the possession of the higher 
card or cards, so as to use them more effect- 
ively later. 

Weak suit. — One containing less than the average 
number of high cards, in contradistinction 
to a suit short in number of cards, or length. 



First Lead and What to Lead. 

Having five or more trumps, lead trumps. As 
a general rule, holding seven or more trumps you 
will lead the highest. Holding six with Ace and 
K at the head, you will lead K, then A, and hold- 
ing. 

K, Q, and five or more others below 10, lead K 
and return with lowest. Holding K, Q, 10 and 
tour or more others lead K and return with low- 
est. Holding A, Q Kv and two or more, lead A, 
then Kv. Holding A, K, Q Kv, with or without 
others (except the 10) lead Kv, holding the 10, 
lead 10. Holding Q, Kv, 10 and two or more low 
cards, lead Q, then 10. Holding Kv, 10, 9 and 
two or more low cards, lead Kv,then 9. Holding 
Q, Kv, 9 and three or more low cards, lead Q, then 
Kv. Holding 10, 9, 8 and three, or more low 
cards, lead 10, then 9. Not holding either of the 
foregoing combinations, you will lead from the 
lowest but one, or the lowest of a three card se- 
quence, or the lowest of an under sequence. 

Trumps Lead from Less than Five. 

Holding great strength in each of the plain 
suits lead trumps, although you are very weak in 
trumps. If you have great strength in two plain 
suits and your partner has shown strength in the 
other, lead trumps and play a forward game, as 



69 

holding A and 3, play A, then 3. Lead trumps 
if your partner has called for trumps, and in an - 
swering his call you will play a more aggressive 
game than you otherwise would ; as holding A, 
K and 3, you would play K, then A, and follow 
with 3. Lead trumps in return of your partner's 
lead of trumps You can finesse with more free- 
dom in trumps than in plain suits. You having 
finessed and taken a trick in trumps led by 
your partner, will return with commanding card 
or cards if held by you, without regard to the 
number originally held by you. 

2d. Holding a sequence of the highest three, 
return the lowest of the sequence, follow with the 
intermediate card. 

3d. Holding but two after first round, one of 
which is second best, lead that as an assisting 
card. 

4th. Holding three or more small cards after 
the first round, return next to the lowest, that you 
may the next round "echo," i e. play the low- 
est, and thus inform your partner that you held 
originally at least four of the suit. 

Lead trumps if your partner has refused to 
trump an adversary's certain trick. Lead trumps 
if your game is desperate, although weak in 
trumps and in plain suits. 

You holding the best trump, the others having 
been played except one, and that held by an ad- 
versary, you will generally play trump* 

1st. When you have an established suit. 
2d. When your partner has an established suit and you 
can give him the lead. 



70 

3d. If the adversary holding the last trump has an estab- 
lished suit. 
If one of your adversaries holds a commanding 
card of a suit with which he might take the lead, 
and get in then with his or his partner's estab- 
lished suit, do not lead your trump card, but lead 
from your established suit and force the trump 
from your adversary, holding up your trump as 
card of reentry. 

Lead trumps if your adversaries have a cross- 
ruff. You will rarely make a mistake in leading 
trumps when you draw two for one. Lead trumps 
if the fall of the cards indicate quite clearly that 
the adversaries will obtain a double ruff. A player 
by leading trumps assumes the hazards of the 
hand, and it is obligatory on his partner to follow 
up the lead, if he can, until his opponents' trumps 
are exhausted, unless one of them renounces, and 
unless it was apparent that the trump lead was a 
forced lead. 

You Use Your Trumps to 

1st. Exhaust your adversaries' trumps and thus prevent 
their trumping your and your partner's high or win- 
ning cards in plain suits. 

2d. To trump the winning cards of your opponents 
plain suits. Trumps are the kings of the chequer 
board, or the artillery in the military service, power, 
ful to break up combinations and scatter forces. 

When either player in his first lead in the hand 
does not lead a trump, he tells his partner that he 
has not as many as five trumps, the rule to lead 



71 

a trump when holding five or more being so near- 
ly imperative and without exception. 

Holding four trumps with ace at the head, or 
king and queen at the head, or a suit with head 
sequence of ace, king, queen and others, and good 
card of reentry in another plain suit, as ace or 
king and a small one, lead trumps, holding up 
ace for third round. Holding four trumps with 
ace at the head or kin^ and queen at the head 
and commanding cards in one plain suit and 
good card of reentry in another plain suit, and 
your partner having shown strength in the other 
plain suit, lead trumps, holding up ace for third 
round. 

Your partner having led trumps you will 
trump more freely than you otherwise would. 

Not holding five or more trumps, and there be- 
ing no special consideration why you should lead 
trumps, you will lead from your 

Strongest Plain Suit. 
Two elements go to make strength in a suit. 

1. Numbers — as three cards of a suit is a weak suit, four 

has strength, while a suit of five or more cards has 
very great numerical strength. 

2. The other element of strength, is high or commanding 

cards. A suit composed of K, Q, Kv, or one com- 
posed of A, K and Q would be strong in high cards, 
yet would be numerically weak. While a suit com- 
posed of either of those three cards with two or more 
of the suit would, be a very strong suit, combining 
both elements of strength. 



72 

Numerical Strength. 

You will make your first lead from your suit 
having numerical strength, even if it contain no 
honor and generally follow up this lead until the 
suit, is established. 

It is generally best to lead the lowest of your 
strongest suit, unless it combines both elements 
of strength. In all suits of four cards and no 
honor, play your lowest, and in all suits of five or 
more cards without honor, play fourth card in 
value, except if you hold 10, y, 8, and another, 
play 10. 

Cards of Re-Entry. 

You will generally hold up your high cards in 
suits in which you are numerically weak, as well 
as your trumps, for cards of reentry, that you 
may later in the hand bring home the small cards 
of your numerically strong suit. 

As an original lead, never lead from a singleton. 

By that lead the chances are two to one you 
will sacrifice a high card held by your partner, 
unless you lead the ace, and it' so be, you parted 
with it for a small consideration, as the proba- 
bilities were, that if you had held it, that you 
would have captured a high card, perhaps king 
or queen, from an adversary, and on his or his 
partner leading the other, you could have 
trumped that. Without your making the lead, 
the probabilities are that later in the hand the 
suit will be led, and that you can get in a trick 



73 

or two. And, above all other reasons, the play 
is not whist — it is entirely at variance with the 
principles of modern whist, and is utterly repug- 
nant to every sound whist player. 

Head Sequence. 

Lead the highest of a head sequence. Holding 
queen, knave, ten with another or others, lead 
queen. 

The chance is two to one that your adversaries hold 
•ace, and a like chance that one of them holds king, and yet 
there is an even chance that your partner holds one or the 
other of those cards, and holding either he would hold it up, 
and not cover the queen unless for very special reasons. 
The king being held by second hand, it would be played on 
queen. Your partner holding ace would of course play it, 
and capture the trick, and also thereby establish your suit. 
You will follow this lead with knave, and if originally both 
ace and king of the suit were held by your adversaries, this 
lead will establish your suit. 

There are exceptions to the rule of leading 
from the head of your head sequence. 

1. Holding A, K, Q, with another, or others, you lead 
K, then Q, and then A. 

2. Holding A, K, Q, Kv, with or without others, you 
lead K, then Kv, (the result of the first trick informs your 
partner that you hold A, he keeping that in mind, would 
know that you must have Q, or you would not have led Kv. 
i. e., that you would not have given a certainty— a lead from 
the A, for an uncertainty, a lead from Kv.j 

3. Holding K, Q, Kv, 10 with another or others, lead 10. 

4. Holding K, Q, Kv., and more than one small one, 
.lead Kv. 



74 

Lead From Plain Suit of Four Cards. 

Having no plain suit of more than four cards, 
you will lead from your strongest plain suit of 
four cards. 

A suit of small cards headed by queen and 
knave, is a better suit to lead from than a suit of 
three small cards headed by King. You may 
hold tenace in two suits, king and two small 
cards in third, suit and three small trumps, in- 
which case you would adhere to the rule and 
and open the tenace suit, composed of four cards. 
Wheu forced to lead from a weak suit, lead high- 
est of a sequence. 

Ace is Led From 

Suits following as indicated, to wit : 

Ace and four or more small cards. 

Ace, Q, Kv with or without others, and follow with Queen.. 

Ace, K and others when the leader has trumped a suit. 

Ace, K, only as a forced lead. 

Ace, Q Kv, and one other below the 10. 

Ace, Q, Kv, and no more. 

Ace, Q, Kv, and two others below the 10, follow with Kv. 

Ace, Q, Kv, 10, follow with 10. 

Ace, Q, Kv, 10, 9, with or without others, follow with 9. 

Ace, Q, 10, 9, and one or more others below the 8, follow 
with 9, holding the 8; lead that second round. 

Ace, Kv, 10, 9 and one or more others. 

Ace, and one or two small cards only as a forced lead. 

Holding ace, and four or more small cards, and being 
strong in trumps play low card. 



75 
King is Led From 

Ace, King, Q, Kv, with or without others. 

Aee, King, Q, with or without others. 

Ace, King, Kv, with or without others. 

King, Q, but not with 10, nor with Kv with two or more 
others. 

First, king is only led as a forced lead from ace, king, 
and one other, and K, Q, and one other, and also from K 
and one other. 

Ace, King, Kv, with or without, and then suit changed. 

Ace, King, Q, and one or more others below Kv ; this is 
followed by Q. 

King, Q, and two or more others not including Kv. 

A Queen is Led From 

Q, Kv, 10, with or without others. 
Q, Kv, 9, with three or more others. 
Q, Kv, and one other. 

A lead from Q, and two others below the Kv, and from Q 
and one other, are forced leads. 

Knave is Led From 

K, Q, Kv, and two or more below the 10. 
Kv, 10, 9, with or without others. 
Kv, 10, and low one . 

Ten is Led From 

K, Q, Kv, 10, with or without others. 
K, Kv, 10, with or without others. 



76 

Nine is Led From 

A, Q, 10, 9, without others. 

A, Kv, 10, 9. 

K, Kv, 10, 9, with or without others below the 8 ; holding 
the 8, also lead that 

A low card is led from a suit of four which may contain 
A and Q, or K with Kv, or Q with Kv, or only one honor, or 
no honor. 

The first lead by eacli player is from his 
strongest suit. His second lead is, possibly, and 
his third lead probably is a forced lead. 

Underplaying. 

Holding up ace or commanding card second 
round is harzardous and should not be done, ex- 
cept for special reasons. 

1. Being very strong in trumps. 

2. The fall of the cards at previous round might justify 
it. 

3. Holding cards only of the suit led, and the only trump 
or trumps unplayed, it might be policy to underplay until 
you could get command of the suit. 

If your hand is altogether weak, you will play 
not to injure your partner's hand, and in as far 
as possible to hide the character of your hand 
from your adversaries, that they may not center 
their forces on your partner. 

Play to the Score. 

1. Play to save the game — (that being assured — ) 

2. Play to win the game. 



i i 

3. Don't speculate with the game to see how many trick s 
you can take, but if you want only one trick to save the 
game, take it as early as you can. 

Trump Lead From Four and Less. 

The trump lead from four is substantially the 
same as from five. The following are excep- 
tions : 

1. From A, Q, Kv, and one other below 10, lead A, then 
Q ; both winning, lead lowest. 

2. From K, Q, Kv, and one other below 10, lead K, then 
Q; both winning, lead lowest. 

3. From Q, Kv, 10, and one below nine, lead Q, then Kv. 

4. From Kv, 10, 9, and one below 8, lead Kv, then 10. 

You will generally lead your lowest trump 
from hand of three trumps, and your highest from 
hand of two. 

Do not force your partner when you are weak 
in trumps. Exceptions : 

1. If he has shown a desire to trump. (This may be from 
his holding extremely long hand in trumps and no suit, and 
you not having indicated one, or from his being very weak 
in trumps.) 

2. When your adversaries are running or have called for 
trumps. 

Do not lead up to a tenace, i e.. the highest and 
the third highest cards of the suit held by your 
right hand adversary. 

Holding no suit, and your partner not having 
indicated one, lead the suit your left hand ad- 
versary has shown strength in and in which youi 



78 

right hand adversary has shown weakness. This 
is called leading through the strong and up to the 
weak. By this lead you are not liable to injure 
your partner's hand, and yet, you are establish- 
ing your adversary's suit. 

Holding ace, queen and one small card of your 
partner's suit, finesse with queen first round ; when 
you return the lead play ace. 

Holding originally but three cards of your 
partner's suit, when you return the lead, play the 
highest of the remaining two cards. You play 
this card to strengthen and protect his suit, as if 
he does not hold the highest card of the suit at 
second round, you by the play get that card out of 
his way. You playing second best and he hold- 
ing the highest card of the suit, he would hold it 
up. 

Holding originally four or more cards of your 
partner's suit, when you return his lead, lead 
lowest, unless you hold the commanding card of 
the suit ; if so, when you return the suit, play that 
card. 

When you have led a strengthening card and 
it held the trick, follow up the lead, as it is quite 
evident that your partner holds the commanding 
card and that the intermediate card is held by 
your left hand adversary. 

Exception. — If the fall of the cards indicate 
that your right hand adversary would trump third 
round. 



79 

Play Out Commanding Card of Part- 
ner's Suit. 

Play out the commanding card of your part- 
ner's suit, that you may get oat of his way in 
bringing in his suit. 

Hold Up Commanding Card of Adver- 
saries' Suit. 

If your hand is altogether weak, the best you 
-can do is to so play as least likely to injure your 
partner's hand and to give him such aid as you 
can by playing strengthening cards. 

Your partner leading ten first round and no 
honor having been played on it, and you holding 
no honor, except ace, may infer that your part- 
ner led from K, Q, Kv, 10, with or without others, 
you should therefore play your ace, and get out 
of your partner's way. 

You should generally trump a doubtful trick, 
although strong in trumps, if the lead come as an 
intentional force from your partner, as by it he 
indicates to you that he is strong in trumps. 
You may reach your partner's intent by the 
fall of a card previously played. As for instance, 
you had played queen and knave to king and ace, 
this followed by his playing a small card of the 
suit, would clearly indicate your partner's wish 
for you to trump the trick. This play being made 
late in the hand and the score being 4 to 4, would 



80 

indicate that your partner wanted you to play 
your highest trump to the trick, and this espec- 
ially so if the indications were that the com- 
manding card was in the hand of your left hand 
adversary. You might infer from the play that 
your partner held second highest tramp unguarded. 
You want to hesitate about trumping an in- 
tentional force from your partner if you are long in 
trumps, and hold a good and well established plain 
suit. 

When to Force Your Partner. 

If you are strong in trumps, force your partner. 
If your partner has indicated a suit and you hold 
no suit, your policy should be to aid him at once 
in establishing his suit, and, to do so you will 
lead your highest cards of his suit 

Generally Follow Up Your Lead un- 
til Your Suit is Established. 

Holding four trumps, you should generally fol- 
low up the lead of your suit until it is established, 
and at the same time hold up a commanding 
card in another plain^mit as a card of reentry, 
and as soon as your suit is established you will 
exhaust the trumps ; then, if needs be, catch the 
lead with your card of reentry, that you may 
bring in the remaining tricks through your estab- 
lished suit. 

Holding a very poor hand and your score des- 
perate, lead trumps. This lead is made on the 



81 

theory that your game is lost unless your partner 
has strength to save it. By this play the forces 
are at once brought into conflict and without cost- 
ing your partner an extra trump to get the lead. 
If he has strength he may save the game ; if he 
has not, the game would be lost with any lead. 

Being forced to lead from a suit of two, lead 
your highest unless your highest is ace, then lead 
lowest. 

Eeturn your partner's lead in plain suit at once 
if you hold but one more and are weak in trumps 
and do not hold a good plain suit. 

1. Be cautious of this lead if you took the trick cheaply. 

2. Consider whether it was not a forced lead by your 
partner. 

In leading a small card from a plain suit of 
five or more cards, play the the fourth card in 
value of the suit — this is called the plen ultimate 
play. When the card or cards held below the 
original card led are played, the leader has in- 
formed his partner how many cards of the suit 
he held at first. 

Discarding. 

Discard from your weakest suit. 

Exception. — In case your adversaries have de- 
clared great strength in trumps, as by leading 
them or calling for them, let jouvjirst discard be 
from your strongest suit. 

So discard that you keep your honors guarded. 
It is better to blank an ace than unguard king 
or queen. If your partner has shown weakness 



82 

in all the suits, you are at liberty to play your 
cards in any way whereby you may get the 
most tricks. If the play then should be at your 
left hand player, you might induce him to lead 
up to your tenace by discarding from that suit. 
Holding only best and second best, discard the 
best. 

Holding the complete and entire command of 
a plain suit and desiring it led by your partner to 
you, discard the highest card of this suit. 

False Card. 

Do not play a false card, as playing knave 
when you hold ten ; by such a play you deceive 
your partner ; he can but interpret it as a call for 
trumps. Exceptions : 

1. If adversary is trumping a suit of which you are 
strong, you may sometimes stop the ruff by playing 
highest card of the suit. 

2. If your partner has an utterly worthless hand, deceiv- 
ing him goes for nought and if you can gain a trick by de- 
ceiving your adversaries, it is your game. 

You should avoid changing suits. 

Having won cheaply your partner's first lead 
of a suit, be cautious in returning it, unless you 
finessed and hold thefcommanding card. If so 
when you return the lead, lead the commanding 
card. If you held originally the highest three 
cards of the suit, the probabilities are that an 
adversary will trump it third round. 

Having taken the first round cheaply and not 
holding the high cards of the suit, you know they 



83 

lie with your partner or your right hand adver- 
sary ; the latter may be holding up ace, queen, 
to capture your partner's king, knave. 

Hold Up a Card of Reentry. 

It is a great advantage to hold up a high card 
of a plain suit as a card of reentry, to enable you 
to get the lead as the hand approaches the close, 
to bring in your or your partner's established 
suit. 

Exceptional Plays. 

Avoid making them. 

By an exceptional play you deceive your 
partner. 

Second Hand. 
The rule is to play low card second hand. 

1. This being the first lead of the player in the hand and 
the first lead of the suit, you will at once infer that it is 
your right hand adversary's strongest suit. We have 
already stated, hold up the commanding card of your ad- 
versaries' suit, so a low card being led you will play your 
lowest, the chances being equal that your partner's fourth 
hand holds a higher card than third hand, and that your 
partner will capture the trick. 

2. The third hand having shown weakness in the suit and 
your partner having captured the trick and you having held 
up ace and another honor, you now have the leader at great 
disadvantage in the suit. 

1st. You know the leader did not hold originally king and 
queen. 



84 

2d. You know that third hand has, in all probability, 
played his highest card; you know he does not hold king. 

3d. Fourth hand not now holding a suit that he desires to 
open, will follow up this suit with a low card, when you can 
finesse, holding up the commanding card of the suit, know- 
ing that the strength of the suit is with you and your right 
hand adversary. If so be that your right hand op- 
ponent holds the commanding card of the suit, he must 
play it second round and leave you with commanding card 
of his suit, or, if he held king and you ace and he should 
play king, you would of course cover with ace; if he plays 
low you would hold up ace if you could play a higher card 
than third hand played first round, or if you are strong in 
trumps. If an honor is led, as a general thing cover it, as 
knave led, generally play queen whether you are long or 
short of the suit, but do not cover knave with ace. 

1st. You may cover knave with ace being very long in 
the suit and very weak in trumps 

Holding a sequence of high cards, you will play 
the lowest of the sequence. 

1st. You may thereby force the highest card from third 
hand. 

2d. Y T ou may thereby save your partner the necessity of 
playing the commanding card of the suit, and your partner 
should be extremely cautiousjmd not interpret this play as 
a call for trumps. If you should hold the trick, of course 
he would not regard the play as a call; if he is not a skill- 
ful player, you could, second round of the suit throw inter- 
mediate card and hold up lowest. 

3d. If you are weak in trumps and have not confidence 
in your partner, you had better hold up your sequence 
cards and adhere to the rule and play lowest of the suit. 



85 

Holding the commanding card of the suit, you 
will generally play it second round of the suit, 
unless third hand showed weakness at previous 
lead and your partner captured the trick with a 
small card. 

1. If you have great strength of trumps, you may hold 
up ace second round. 

2. You would hold up ace second round if you are satis- 
fied from indications of previous play that third hand will 
trump the trick. 

3. Trumps being exhausted by your right hand opponent, 
who then opens a suit of which it is apparent that you 
and he hold the cards of that suit, you will hoJdup the high 
cards of the suit that you may ultimately get the command 
of the suit, neither you or your partner holding any other 
suit. 

Holding ace, queen, with not more than two 
small cards, play lowest. 

Holding ace, king, with or without others, play 
king in plain suits and also in trumps, holding 
four or more small trumps. 

Holding ace, king, knave, with or without 
others, play king, and if the lead be trumps and 
you hold five, play king. Holding less than five 
tramps, play your lowest, unless for special rea- 
sons, as having a very strong plain suit and com- 
manding and very high card or cards in all the 
suits, and you wish to follow up the trump lead. 

1. If you should play knave, the probabilities are you 
would hold the trick and you would then have the rounds 
with ace and king. 

2. You could now, if not holding the highest trump, run 
your strong suit and force a trump from your right hand 



adversary; you still holding card or cards of reentry in 
your other suit or suits. 

Holding but two Cards in a Suit. 

Adhere to the rule and play second hand low. 

1. If your adversary has exhausted trumps, and you have 
a suit established, and he then opens a suit by playing a low 
card of which you hold only high honor, as king and a 
s mall card, play king. 

2. The chances are even between third hand and your 
partner as to either holding ace, and under the circum- 
stances the probabilities are three to five that it is not held 
by third hand. Of course, you fail if ace is held third hand, 
but if held by your partner or the leader, you secure the 
trick and are enabled to bring in your established suit. 

Holding Q, Kv and a small card, play Kv in 
plain suit as well as in trumps. 

If a strengthening card is played second round, 
it is generally best for you to cover if you can, 
and hold up second ; as if ten is lead and king 
or ace took first trick, and you hold on second 
round, queen and knave, with another or others 
play knave ; cover the ten with knave. 

If you are led through the second round of a 
suit, you should generally play your highest. 

1. If by the fall of the cards the first round of the suit 
you are satisfied that the second best card now out of the 
suit is with your right hand adversary, and you hold first and 
third best, play the latter; this holding the trick and you are 
led through again, play the best. 

Be cautious in interpreting strengthening cards 
pla} 7 ed by your partner as a call for trumps. 



87 

Holding a sequence of suit led with or without 
others, headed as high as by queen, play lowest 
of sequence, a higher card not being led. 

An honor led, you will generally cover it if 
from your short suit. If from your strongest 
suit you will play low, unless King is led and you 
hold ace, when put it on — except you are very 
strong in trumps, when you can play low first 
round — or cover Kv with Q, holding up A. 

Holding A, K, Q, with or without others, play Q. 
Holding A and K, with or without others, play K. 
Holding A, K, Kv, with or without others, play K. 
Holding A, Q, 10, with or without others, play 10. 
Holding A, Q, and low one or more, play low card. 
Holding A and Q, only play Q. 

Your adversaries' trumps being exhausted, and 
your partner having the lead, and you holding 
the complete command of a suit, and not be- 
ing able to follow suit in the suit led, will throw 
thereon the highest card of your strong suit, and 
by this play inform your partner that you still 
hold the commanding cards of that suit. Signal 
for trumps, holding five or more. Your partner 
leading trumps, and you holding four or more, 
"echo." 

Keep in mind that you require greater strength 
in trumps to justify a call, than you do to lead 
them. You would lead trumps from five small 
trumps — while to call for trumps you should hold 
at least four including two high honors, or five with 
an honor,together with two strong plain suits, and a 
protecting card in the other plain suit. 



88 

Being strong in trumps, do not trump a doubt- 
ful trick. Being very strong in trumps, but not 
holding more than live, and holding an estab- 
lished suit, with a good card of reentry in another 
suit, you may pass a certain trick, as your discard 
may commence or finish your signal for trumps. 
Holding not more than three trumps, trump freely 
unless they are commanding trumps. Holding 
good plain suits do not trump a doubtful trick 
unless very weak in trumps. 

Playing Trumps Second Hand. 

You will generally play trumps second hand 
according to the directions given for playing 
plain suits second hand. A low card being led, 
play your lowest. Exceptions 

1. Holding A, K, Q, with or without others, play Q. 

2. Holding A, K, Kv, with or without others, play K. 

3. Holding two honors and 10, with or without others, 
play 10. 

4. Holding Q, Kv and only one small card, play Kv. 

5. Holding Kv, 10 and only one other, play 10. 

6. Holding 10, 9 and only one other, piay 9. 

7. Holding Q and only one small and. Kv or 10 led, 
play Q. 

8. Holding K and only a small card, play K. 

9. Being very strong in trumps, it is generally policy to 
play low that you may get the complete command of 
the suit and it is always policy for you to hold the com- 
mand of trumps as long as possible. If your partner 
has shown strength in trumps, you will generally play to 



89 

save his trumps as much as possible; whether you are long 
•or short in trumps. Always so play if you are short in 
trumps. 

Plays of Third Hand. 

This being the first lead in the hand made by 
the player and the first time the suit has been led 
in the hand, it is presumably the leader's numeri- 
cally strongest suit. Third hand is called upon, of 
course, to take what tricks he can in the suit and to 
play his cards in a way most conducive to the estab- 
lishment of his partner's suit. 

The general rule being, 

Play Third Hand High. 

A low card being led, third hand will play 
high enough to take the trick and will : 

1. Holding A, K, Q, with or without others, play Q. 

2. Holding A, K, with one or more small cards, play K. 

3. Holding A, Q, with one or more small cards, play Q. 

4. Holding A, with one or more small cards, play A. 

5. Holding K, Q, Kv, with one or more small cards, play 
Kv. 

6. Holding K, Q, with one or more small cards, play Q. 

7. Holding K, Kv, with one or more small cards, play 
Kv. 

8. Holding K, with one or more small cards, play K. 

9. Holding Q, Kv, 10, with one or more small cards, 
play 10. 

10. Holding Q, Kv, with one or more small cards, play Kv 

11. Holding Q, with one or more small cards, play Q. 



90 

Holding other cards and the trick is held against 
him, will play, if he can, a higher card. The third 
hand always plays the lowest of a high sequence, 
unless the card led is next in rank with the low- 
est card of the sequence ; in that event throw low- 
est card held of the suit. 

King led, play your lowest. 

Queen led, hold up ace unless you need only 
one trick to make the game. 

Knave led, holding A, K and others, play K r 
unless you are very strong in trumps and are 
strong in the other plain suits. 

Ten led, holding ace and no other honor, play 
ace. 

And holding A, K, Kv, with or without others, 
play K. 

1£ you are very long in your partner's long 
suit you will he very cautious in finessing in 
the suit, as one of your adversaries may trump it 
second round. 

If you held originally four or more cards of 
your partner's suit, when you return the lead to 
him, play your lowest card of the suit, unless you 
hold the commanding card of the suit; if so, 
play that. This is a rule applicable to trumps as 
well as plain suits. ~^ 

Signal for trumps if you want trumps led, and 
of course you will lead trumps if your partner 
has signalled for them and holding four or more of 
them you will, by your play of them, inform him 
thereof by the u echo." 

You will not " echo " if the adversary is lead- 
ing trumps. Hold up turned up card as long as- 



91 

possible. Your partner knows you have that 
card. If your adversaries have shown strength 
in trumps play it, if you can without sacrifice,, 
you may thereby stop your adversaries running 
trumps to draw that card. If you and your 
partners hold all the trumps out and neither has 
a suit, you may do well to lead from a singleton 
that your trumps may not fall together. 

Force your adversary if he is long in trumps. 

You may force your partner if he is weak in 
trumps and has shown a desire to trump. 

Play out the commanding card of your partner s 
suit and hold up a small card to enable you to 
lead up the suit to him. 

Hold as long as possible the commanding card 
of your adversary's suit. 

In second round of a suit, the ace not having 
been played or lead, you may well infer it is at 
your left. You will play to draw it, and yet, to 
save the command of the suit. Not holding third 
best, you may judge, your partner having led the 
suit, that he holds it and you will therefore play 
second best to draw the highest card of the suit. 

But, if you are satisfied it was a forced lead by 
your partner, and you hold fourth best, play that, 
as if third best is on you right, you force out the 
highest card of the suit, and are left with the 
commanding card of the suit. Of course, if your 
left hand adversary has shown weakness in the 
suit you will finesse on the probabilities that the 
ace was held up on your right, but possibly it 
may have been held up by your left hand adver- 



92 

sary as a card of reentry, and if so, you want to 
play a card high enough to draw it. 

Third Hand Discarding. 

Discard from you weakest suit. Exception : 

1. If your adversaries are running or have called for 
trumps, let your first discard be the lowest card of your 
strongest suit, unless you hold at least the highest four cards 
in a plain suit; then throw the highest of that suit. 

2. Two plain suits having been played, and you holding 
tenace in the other plain suit, although weak or very 
long in trumps, you can hold up trump to a doubtful trick, 
that tenace suit may be led up to you in case your partner 
does not capture the trick. 

3. Not holding tenace under the circumstances stated in 
the last paragraph, but holding six or more trumps, or be- 
ing weak in trumps, trump a doubtful trick. Holding 
six or more trumps originally, then lead a trump. You 
discard generally in third hand the same as in second hand. 

The plays of third hand in trumps are about the 
same as the directions given for the plays ot third 
hand in plain suits. 

You will generally play so high that you think 
the probabilities are~ttiat you will hold the trick, 
and yet you will finesse more freely than in plain 
suit. 

Strength in trumps is only captured by higher 
strength of its own suit, while high cards of each 
plain suit are lost by higher cards of its kind as 
well as by the smallest of trumps. 



98 

You signal for trumps, holding five or more and 
good plain suits, or if your partner has indicated 
strength in plain suits or great strength in one 
plain suit and you hold good card of reentry in 
one plain suit, and one card of your partner's 
strong suit, with which you can give him the lead. 
If your partner has commenced running trumps 
and you hold four or more, you will " echo." 

Play your lowest of a high sequence, unless 
your partner has led card next in rank to that, 
then play your lowest card. 

Holding A, Q, with or without others, play Q 
return ace. Being strong in trumps you will 
not trump a doubtful trick. 

Holding five trumps you will not generally 
trump a certain trick if you hold a well established 
suit, or a long suit with complete commanding 
strength, but holding six or more trumps, you 
might trump a certain trick if you hold also a 
strong plain suit. Being very weak in trumps, 
trump even a doubtful trick. 

Being strong in trumps, trump a trick when 
your partner played the suit with the intention 
of forcing you, as he would not make this play 
unless he was strong in trumps ; but be considerate 
in interpreting this lead, whether your partner 
made the lead to force you or to throw the next 
lead to your left hand adversary, that he might 
be compelled to lead up to you. If you held 
second best trump guarded and needed but one 
trick to save the game, of course you would not 
trump the trick, your partner holding the trick 
when it passed you. You would hold your guard.. 



94 

Do not trump partners king, first lead of the 
suit. 

1st. If your partner leads trumps and your right hand 
adversary renounces, and you hold second card and two 
small trumps and need but one trick to save game, you will 
play your lowest, that your left hand adversary may take the 
trick and lead up to your second guarded. 

2d. If your game is in that condition that you can only 
save it by the hazard incidental to finessing, you will finesse. 

3d. If your game is certain, played one wav, of course 
you will always play in that way and avoid any hazard. 
Play to the score and win the game and not to demonstrate 
how many tricks you can take beyond those needed to win 
the game. Taking an unnecessary hazard in the game is 
-never good playing. 

Trumps being played except two, and you hold • 
ing the higher and an adversary the other, }^ou 
generally do well to take it. 

Trumps being played except three, you hold- 
ing the highest, and one adversary the other two 
trumps, and you holding a strong established 
suit and good cards of reentry in one other plain 
suit that has not been played in the hand, it is 
frequently good policy to run your strong suit 
and force one trump^then getting the lead by your 
card of reentry you will capture the remaining 
trump, and then be enabled follow up your suit. 

Do not play the only trump on second round 
■of adversary's strong suit. Hold up, to give 
your partner a chance to get in on that suit if he 
can. 



95 

The Plays of Fourth Hand. 

The play of fourth hand is to win the trick (if 
held by his adversaries) if he can, and with the 
lowest card of the suit held by him that will take 
the trick. 

Not being able to take the trick, but holding 
five or more trumps, fourth hand will commence 
a call for trumps. 

Fourth hand, by playing a high card, and then 
leading a lower, informs iris partner that he holds 
the intermediate cards of the suit. 

1. Fourth hand sometimes may refuse to take a trick, 
holding best card of a suit, preferring to wait for a suit of 
which he holds tenace to be led up to him ; or preferring 
that the suit may be led again and he then get the command 
of the suit. 

2. Again, fourth hand may refuse to win a trick if thereby 
he would be compelled to part with his only card of reentry. 

Fourth hand may sometimes throw a high card 
and take his partner's trick to get out of the way 
of his partner's strong suit, or to lead up to 
weak fourth hand. 

If you are very strong in all the suits and 
trumps are led by your adversaries, and you de- 
sire them out, you might hold up commanding 
trump cards, or even two of them, that the lead 
might be followed and you hold the command at 
subsequent lead or leads of the suit, and thereby 
gain a further round of trumps for the further 
protection of your or your partner's plain suit or 
.suits. 



96 

Some Suggestions as to the Game. 

Play to protect and aid your partner's hand. 
You know the composition of your own hand 
and have assurance ; from his cards played, and 
the time and order thereof, what cards he probably 
holds. 

Remember that life is short, for one even apt 
at games, to learn to play modern whist by his 
sole observation and study. He may become a 
fair player. His plays are of no special signifi- 
cance. His game is main force and utterly de- 
void of science It is thirteen cards combatting 
thirty-nine, while the game as laid down in the 
books is strategical and scientific,and embodies the 
wisdom and judgment of the whist sages acquired 
after long, acute and sound investigation. They 
have reached a perfect system, a universal code of 
plays, each play having its meaning. Play as 
they suggest, study to know why you thus play. 
If you do not know the reason why, follow up 
your study in the premises, until you know the 
reason, and thus follow up the study until you know 
the reason for each lead directed to be made. 
Having reached this point you are a scientific 
and safe whist player and may sit down to a 
table with the best of players and with the confi- 
dence that you will not make a bad play unless 
by mistake. Having reached this point in the 
game you will realize there are exceptions to the 
rules of playing cards as laid down in this system. 
Now, when you are keen to discover by the fall 



97 

of the cards or other developments made in playing 
a hand, the cards held by yourself, an exception 
has occurred and you then promptly dash out and 
from the rules and play to meet the emergency ; 
then you may be called a skillful player. 

Learn to play your cards for their full value. He 
is a genius in the game who plays a succession of 
of very good hands or very poor hands up to the 
full measure of probabilities, with the same care 
and cool judgment that he would a succession of 
fair hands. Indifferent players take tricks with 
aces, kings, and commanding crads. Beside taking 
with these, a good player plays to bring in tricks 
with his smallest cards. It is the latter he plays 
for, the former will come as a matter of course. 
One plays for a purpose, the other does not. 

Keep in mind that while you and your partner 
have been communicating to each other all the 
information you could as to the composition of 
your hands that you might not conflict but unite 
your forces to gain your purposes and with your 
twenty-six cards win a victory over your adver- 
saries' twenty-six cards, that at the same time your 
adversaries have been making like communica- 
tions to one another as to the state of their hands, 
that their forces might not conflict, but be joined to 
overcome your and your partner's intentions, and 
that therefore it is of the utmost importance to 
you and your partner that you each have 
closely observed and that yon have remembered alii 
these communications. They have informed you 
where it is fair sailing, and where the rocks and. 



98 

sand bars may be found ; so I say, remembering all 
of which what your partner has said, what the 
adversaries have said, and with knowledge of the 
cards held by yourself, you will play your cards in 
.a way to avoid the danger suggested and bring 
home as many tricks as possible. 



Short History of Whist, 



Summary of the Game in Prose and Verse 

The game is believed to be of English origin ; 
probably a development of trump, (or more prop- 
erly triumph) which was played in England at least 
-as early as the time of Henry the VIII. 

Trump (or triumph) is mentioned in a sermon 
•delivered by Latimer, on the Sunday before 
Christmas, 1529. The game of trump is also 
mentioned by Shakspeare, punning on the word 
triumph. {See Donee's Illustrations, and Antony 
and Cleopatra, Act IV., Scene 12.) 

The game of Whist is not mentioned by Shaks- 
peare, nor by any writer of the Elizabethan era. 
The earliest mention of Whist (or more properly 
Whisk) is in the poems of Taylor, the water-poet, 
(1621.) 

In the first edition of Cotton's Compleat Game- 
ster, (1674,) Whist has no place, but it is added 
in the second edition, (1680,) as a game "com- 



100 

monly known in England." Cotton says "the 
game of Whist is so called from the silence that 
is to be observed in the play ; ,T and this deriva- 
tion of the word has been generally accepted, and 
was adopted by Dr. Johnson to the extent of ex- 
plaining Whist to be a game of silence. But if 
the original name of the game was Whisk, Cot' 
ton's derivation fails. The derivation from an 
interjection signifying silence seems to have been 
taken for granted somewhat hastily. 

The game was formerly played nine-up. The 
change to ten-up seems to have taken place in the 
first quarter of the eighteenth century. Whist 
played ten-up is called Long Whist About 1785 
the experiment of dividing into half was tried and 
Short Whist was the result. The short game soon 
came into favor; and in 1864, the supremacy 
of Short Whist was acknowledged by nearly 
all the English, French and American clubs — 
the clubs that adopted as their standard the Club 
Code, as revised and adopted by the Arlington 
and Portland Clubs. -Edmund Hoyle is com- 
monly called the father of the game. He was 
the first writer of any celebrity on Whist. He 
first published his Short Treatise about 1742, and 
subsequently issued sixteen editions. Since his 
death his works have been reproduced in number- 
less ways. 



101 

The game of Whist is played by four persons, 
two being partners against the other two. The 
partners sit opposite each other. The part- 
nership is determined by cutting. The two low- 
est are partners against the two highest, and the 
lowest has the deal, and the choice of seats and 
cards. In cutting, the ace is reckoned as lowest. 
Each player has a right to shuffle the pack once 
before each deal, the dealer having the privilege 
of final shuffle. The shuffling being concluded, 
the player to the dealer's right cuts the pack. 
The dealer having reunited the packets, is bound 
to deal the cards, one at a time, to the players, in 
rotation, beginning with the player to his left. 

Having dealt out the other cards, he then 
turns over the last card and places it on the table 
face upwards. This card is called the trump 
card, as the suit of this card is the suit which is 
trumps during the play of this hand. The deal 
being completed, the players sort their cards, i. e., 
classify the cards of each suit. This is done for 
convenience and safety in the game. 

The player now to the left of the dealer plays 
a card on the table, face upwards. The other 
players follow in rotation, being bound to follow 
suit with the card first played or led if they can. 
When all have played the trick is complete. It 



102 

is then gathered and turned over by the winning- 
side. The highest card wins the trick. The 
ace is the highest in playing ; and the other 
cards reckon in the order, king, queen, 
knave, ten, &c, down to the two spot, which isr 
the lowest. This is what is called the natural 
value of the cards, and holds good as to all the 
suits excepting the trump suit. The trump suit 
has an artificial value as any card of this suit, 
even the lowest trump will take any card, even' 
the highest card, of either of the other suits. Ace 
is highest card in trumps, king next, then queen, 
&c, down to two spot, the lowest. If any player 
cannot follow suit, (?'. &, has none of the suit led) 
he may play any card he pleases. The player 
who wins the trick, becomes the leader for the next 
trick,and this order follows until the hand is played 
out. The result of the hand is then scored. The 
side who win more than six tricks, reckon one for 
each trick above six ; and in games wherein 
honors are scored, the side who separately or con- 
jointly hold more than two of the following cards : 
Ace, king, queen and knave of trumps, reckon as 
follows : If they hold any three honors they score 
two, (that being the excess of their honors over 
their opponents,) and similarly if they hold four 
honors they score four. At Short Whist, players 



103 

who are at four cannot score honors. The same- 
at Long Whist with players at nine. The side 
who thus in one hand, or in a succession of hands r 
first reach five at Short Whist, or ten at Long^ 
Whist, score the game. There may be added to 
the score to reach the five points at Short Whist 
or ten at Long, the points given as a penalty for 
violation of rules of the game, in case a violation, 
occurred. 

Whist players that do not score honors reckon 
only tricks taken above six by either side, and 
any penalty for violating a rule if a violation 
occur. The game not being won by either 
side the first hand, the player to the last dealer's 
left deals in his turn ; and in subsequent deals 
until the rubber is won each player deals in turn,, 
the rotation going to the left. A game at short 
whist is called a single if the adversaries have- 
already scored three or four ; a double if they 
have scored one or two ; a treble if they have 
scored nothing. A game at Long Whist is a sin- 
gle, if the opponents have scored five or more, a 
double if they have scored less than five. There is 
no treble at Long Whist. A rubber consists of the 
best two games out of three. If the same players 
win two consecutive games, the third is not 
played. The winners of the rubber win in points. 



104 

the value of the games they have won, and where 
the rubber has consisted of three games, the 
value of the loser's game is deducted. And 
whether two or three games are played, two 
points are added for the rubber at Short Whist ; 
<one point for the rubber at long. Long Whist is 
now seldom played. 

Whist is a mixed game of chance and skill. 
The chance resides in the holding honors when 
honors are scored and the fortune of having high 
•cards dealt in the hand. American Whist is 
largely divested of the element of chance by not 
scoring honors. The skill consists in the appli- 
cation of such knowledge as shall in the long 
run turn the chances of the cards in the player's 
sfavor. The commencement of the hand presents 
a problem of probabilities, but as the hand pro- 
ceeds, observation of the fall of the cards, infer- 
ences therefrom, memory, judgment, character of 
games played by the players, the game as taught 
by the books, etc. ; all come in so that toward 
the end of the hand we are often presented with 
a problem of almost pure skill. It is these ever- 
varying gradations of skill and chance that give 
the game its chief interest as a scientific pastime. 

In order to become a skillful player it is nec- 
essary to bear in mind that the game is not one 
of any given player's hand against the other 



105 

three, but a combination of two against two. In 
order that two partners shall plaj their hands to 
the best advantage, they must strive, as much as 
possible, to play the two hands as though they were 
one, as they are a unit in the result of the plays of 
the hands. To accomplish this oneness of purpose 
it is advisable that they should pursue a uniform 
system of play, in order that each partner shall 
understand the plans of the other, and know as 
far as possible the strength he has for prosecuting 
it and so be placed in the most favorable posi- 
tion, that may not injure, but assist him in carry- 
ing it out. The experience of the last hun- 
dred years has developed a system of play, 
which is laid down by the authors of the day on 
.Modern Whist, tending to this result. 

By this system the player in his original lead, 
leads from the suit containing the largest number 
of cards. This suit has numerical strength. The 
object in opening with this suit is to exhaust 
the cards of the suit held by the other hands. 
When this is accomplished the cards of the suit 
remaining in the leader's hands are called " long 
cards " and now have a value that does not intrin- 
sically belong to them. They often become of 
great service, for when led, they either compel an 
adversary to trump, or they make tricks. And 



106 

when trumps are all out, the player who has then* 
obtaining the lead, makes as many tricks as he 
has long cards. 

On the other hand, by opening a weak suit 
there is considerable risk of sacrificing partner's 
strength, and of leaving long cards with the op- 
ponents. Experience shows, that original lead 
from a weak suit, as a rule, does more harm than 
good. Sometimes a trick is taken by that lead, 
possibly two, but the chances are a sacrifice of 
partner's hand and establishment of the suit for 
the adversaries. The proper card of the long 
suit to lead is, as a rule, the lowest. The inten- 
tion is for the third player to play his highest, or 
finesse, and play a lower card, yet one high 
enough to hold the trick — and so assist in clear- 
ing his partner's strong suit. If the leader holds 
up the best card of his suit he can use it later in 
the hand to capture other high cards of the suit 
when it is nearly or quite established. It is con- 
sidered best, holding ace and four or more small 
ones, to play ace first,-! est it be trumped second 
round. Also with strong sequence in the strung; 
suit it is best to lead one of the sequence first, so 
that the adversaries may not win the trick with a 
small card. The card of the sequence to lead, as 
a rule, and the exceptions to the rule, is given in> 



107 

detail in the directions for leading hereinbefore- 
given. 

The leader holding the first trick, will as a rule* 
continue his suit, but if the first trick falls to 
another player, his play as a rule, will be to open 
his best suit, and so each player will as a rule in 
his first lead open his best suit. 

If the first lead falls to the first player's part- 
ner he will open his best suit, one containing four 
or more cards — leading the lowest card of the suit 
with the intent that his partner shuiild play his 
highest, or sufficiently high to hold the trick if he 
can. But the first player's partner, not having a 
suit, would as a rule, do well to return his partner's- 
suit, and in a way to best aid his partner in estab- 
lishing the suit. So, if he has only two cards re- 
maining in the suit, he will return the highest, if 
more than two, the lowest — unless he holds the 
highest card unplayed of the suit — when he should 
return the lead with that card, however many cards 
he may hold of the suit. The reason of this rule is, 
that with but two cards of the suit remaining, the 
player is weak in the suit, and he is therefore 
bound to play his highest card to assist his part- 
ner in his suit, and it may be also to get that 
card out of his partner's way. But with three or 
more remaining after the first round, he is strong; 



108 

in the suit, and is therefore justified in calling on 
his partner to support him. This rule of play is 
most important. It should be carefully observed 
with even the smallest cards, as it enables partner 
to count the situation of the remaining cards. 
Late in the hand the considerations in regard to 
the lead vary. If there is no indication to the 
contrary, it is best for each side to continue the 
suits originally opened by them. But the fall 
of the cards may show that it is disadvantageous 
to persevere in the suits first led. In such case, 
the player must have recourse to other and 
weaker suits, and to play in a way least likely to 
injure his partner — play through strength on 
your left, as your partner can avoid high cards 
played by second hand, or play a suit of which 
your right hand adversary is weak. The latter 
generally is the better play, as by it fourth hand 
has not power to injure your partner, and by the 
other play you may aid your adversary in estab- 
lishing his suit, and in this emergency, if you hold 
but two cards of the^uit you will generally lead 
the highest. 

As a rule second hand plays his lowest, and in 
•order to preserve his strength in leader's suit, and 
there is an even chance of his partner holding a 
better card than third player. Second hand hold- 



109 

ing a strong sequence should play the lowest of 
the sequence, by this may save to his partner's- 
hand highest card of the suit. Holding king and 
queen, would play queen. Being short of the 
suit it is generally, advisable to cover honor with 
honor. If king is led cover it with ace. Hold* 
ing king or queen and three more of the suit, it 
is better to pass honor led. Having none of the 
suit led and being weak in trumps, or holdings 
more than five trumps, second hand should trump. 
Third hand, as a rule, plays his highest card, (a 
higher one not having been played,) to support. 
his partner in his suit. Holding ac&, queen, third 
hand would play queen, and when he returned 
the lead, would lead ace and get out of partner's 
way in the suit. If partner commenced lead in 
his suit with high card, it is often right to pass it. 
The management of trumps varies according to 
whether the player is strong or weak in them. If 
strong (i. e. with four or more and not less than 
six,) they should not be used for trumping, if it 
can be avoided, but should be kept together in 
hopes of establishing a suit for self or partner, 
and of remaining with the long trump with which 
to get the lead after the other trumps are out, and 
so to bring in the established suit. If opponents lead 
a doubtful card, it is better as a rule, not to trump it 



110 

when holding as many as four trumps. Holding 
but four trumps, it is better to trump adversaries' 
winning card, than to pass it in hopes of bringing 
in a suit. Holding five trumps, a well established 
suit and card of reentry in other suit, it is gener- 
ally better to pass adversaries' certain trick- 
Either player holding five or more trumps will 
in his original lead lead trumps ; and as number 
is the principal element of strength, he should not 
be deterred from leading trumps because fourth 
hand has turned up honor. 

Lead trumps if adversary has cross-ruff. Lead 
trumps if partner signalled for trumps. Lead 
trumps in return of partner's lead of trumps. Be- 
ing very strong in all the plain suits lead trumps. 
Being strong in two plain suits and your partner 
showing strength in the other, lead trumps. Be 
ing very strong in two suits, and holding four 
trumps, and the game desperate you may lead 
trumps. Being weak in trumps and all the plain 
suits, and your game desperate, lead trumps as 
the game is lost unless your partner has strength. 

It is important to return partner's trump lead 
at once, unless he has led from weakness, or made 
a forced lead to prevent a cross ruff, for your 
partner, by leading trumps declares a strong 
game, and it is then the best policy to abandon 



Ill 

one's own plans and to support his. A player 
should not as a rale lead a card for his partner to 
trump, unless he has four or more trumps, for with 
less than four trumps the player is weak, and if he 
forces his partner to trump, partner of course 
is weakened, and the chances are that by weaken- 
ing partner under such circumstances, the com- 
mand of trumps will remain with the adversaries. 

But a player may force his partner, although 
weak in trumps, if partner has already been 
forced, and has not afterwards led trumps ; 
if partner has already declared weakness in 
trumps, as by trumping a doubtful card second 
hand ; if two partners can each trump a different 
suit ; and when one trick from partner's hand 
wins or saves the game. The same considera- 
tions which make it inexpedient to force partner 
when weak one's self, show the advantage of forc- 
ing a strong trump hand of the opponent's. 

The second, third and fourth players should, 
:as a rule, play the lowest of a sequence, that be- 
ing high enough to take the trick. 

By adhering to a uniform plan, players are en- 
abled to infer what cards their partner does or 
does not hold. It is true the adversaries gain the 
same information ; but it is found by experience 
that it is of more advantage to inform partner than 
to deceive the opponents. 



112 

As a rule it is advisable to lead out the winning 
cards of partner's suit. The presumption being 
that he led from his strongest suit, and by 
leading out the winning cards, the suit is cleared 
for him, and his long cards are not obstructed. 
The reverse applies to suits led by adversaries. 
It is mostly right to retain the winning card of 
their suit as long as possible, in order to stop the 
establishment of them. A player should discard 
from his weakest suit, unless adversaries have run 
or signaled for trumps, then he should make hia 
first discard from his strongest suit. When adver- 
sary has shown great strength in trumps, it is 
generally well to keep guards to weaker suits 
and discard small cards from longest suit. Players 
should watch the cards as they are played, and 
endeavor to infer from the fall of the cards, where 
the others lie. Thus if a player wins a queen 
with an ace, it may be inferred that he has not 
king, the rules being to win with the lowest and 
not to play a false card. A player wins the trick 
with king, his partner may infer that the player 
holds ace and he now playing knave, his partner 
may infer, that he also holds queen, as he would 
have led ace second round if knave was not 
equally certain to take the trick as ace. If a 
player leads trumps at starting it may be inferred 



113 

as a rule, that he is strong in trumps, or has a very 
fine hand. It is by interpreting the significance 
of plays in this way, and by counting the num- 
ber of cards played in each suit, that skilled 
players generally know toward the close of the 
hand where all the important cards lie ; and can 
then play to the same advantage as though they 
had seen all the unplayed cards. And lastly, and 
most important of all, players should play to the 
score. Wanting one trick to win or save the 
game, play it at once ; wanting more than one 5 
the play should be varied to cover the state of 
the score, that a player may play readily and 
with less liability to err, he should adopt a system 
in the arrangement of his cards in hand, but he 
should not always as a rule put either suit in a 
certain position as trumps at the back or front of 
the hand as the adversaries would be liable soon 
to know how many trumps the player held. 



Rhyming Rules, Mnemonic Maxims, and Pocket 
Precepts. 

BEING SHORT MEMORANDA OF IMPORTANT POINTS TO BE KEPT IN 

MIND BY THOSE WHO WOULD PRACTISE THE MODERN 

SCIENTIFIC GAME OF WHIST. 



if you the modern game of Whist would know, 
From this great principle its precepts flow: 
Treat your own hand as to your partner's joined, 
And play, not one alone, but both combined. 

Your first lead makes your partner understand 
What is the chief component of your hand ; 
And hence there is necessity the strongest 
That your first lead be from your suit that's longest. 

In this, with ace and king, lead king, then ace ; 
With king and queen, king also has first place; 
With ace, queen, knave, lead ace and then the queen , 
With ace, four small ones, ace should first be seen; 
With queen, knave, ten, you let the queen precede; 
In other cases, you the lowest lead. 

Ere you return your friend's, your own suit play ; 
But trumps you must return without delay. 

When you return your partner's lead, take pains 
To lead him back the best your hand contains, 
If you received not more than three at first ; 
If you had more, you may return the worst. 



IIS 

But if you hold the master card, you're bound 
In most cases to play it second round. 

When e'er you want a lead, 'tis seldom wrong 
To lead up to the weak, or through the strong. 

If second hand, your lowest should be played, 
Unless you mean "trump signal" to be made; 
Or if you've king and queen, or ace and Icing, 
Then one of these will be the proper thing. 

Mind well the rules for trumps, you'll often need them : 
When you hold five, 'tis always right to lead them; 
Or if the lead won't come in time to you, 
Then signal to your partner so to do. 

Watch also for your partner's trump request, 
To which, -with less than four, play out your best. 

To lead through honors turned up is bad play, 
Unless you want the trump suit cleared away. 

When, second hand, a doubtful trick you see, 
Don't trump it if you hold more trumps than three ; 
But having three or less, trump fearlessly. 

When weak in trumps yourself, don't force your friend; 
But always force the advene strong trump hand. 

For sequences, stern custom has decreed 
The lowest you must play, if you don't lead. 

When you discard, weak suits you ought to choose, 
For strong ones are too valuable to lose. 



Of course, between equally good players the 
probabilities are equal as to which will be the 
winning side. Each side having won a game, the 
probabilities are yet equal. One side only hav- 
ing won a game, the probabilities are 3 to 1 that 
that side will win the rubber. 

The probabilities of the modern game of whist 
winning as against the old game, is about 21 to 
20. One player holding fiv.e cards in a suit, the 
probabilities are 63 in a 1,000 that one of the 
other players holds no card of that suit. The 
probabilities are that the leader who opens the 
lead of a plain suit by a small card cannot hold 
the ace, is about 2 to 5. 

The probabilities that he does hold the ace 
with that lead is about 180 to 1,000. Second 
hand not holding ace, the probabilities are 
equal with third and fourth hand, about 410 to 
1,000 each. 

Leading trumps from five or more, the proba- 
bilities are (to you second hand) 104 to 260, that 
the leader holds the ace, so that substantially the 
probabilities are that it is with the leader 400 
times in a 1,000 ; it is with the third hand, 300 
times in a 1,000 ; it is with the fourth hand in 300 
times in a 1,000. 



11? 

So that king played second hand would win 7 times in 10. 
So the chances would be in favor of playing king second, 
holding only one small card, but the player thereby would 
expose his weaknes in trumps, and give his right hand ad. 
versary the opportunity to finesse against him on return of 
the lead. 

The chances are alone equal that queen lies with third or 
fourth hand, and more than a one-third chance that it is 
held by the leader. 

Number of times that a suit will probably go round when 
one player holds a given number of cards, the pack being 
fairly shuffled : 



NUMBER, OF CARDS HELD BY ONE 


PLAYER. | 4 | | d | 7 | 8 


The suit will go around once or 

a 1,000 times 

Twice or more 

Three times ....... 


more in 


956 
642 

158 


937 

570 




878 

341 




800 

143 




685 

















The probabilities are that a player will hold four cards 
1,335 times in 2,000. 

One player holding four cards of a suit, the probabilities 
are that some other players will hold none: 
44 times in a 1,C00, 1st round. 

314 times in a 1,000, 2d round. 

484 times in a 1,000, 3d round. 

158 times in a 1,000 it will go around third time. 

1,000 

The probabilities of a player being dealt a 
given number of cards of a particular suit : 

No card of the suit once in 80 deals. 

1 card of the suit will be dealt him 80 times in 1,000 
deals. 

2 cards of the suit will be dealt him 206 times in 1,000 
deals. 



118 

3 cards of the suit will be dealt him 287 times in 1,000 
deals. 

4 cards of the suit will be dealt him 239 times in 1,000 
deals. 

5 cards of the suit will be dealt him 125 times in 1,000 
deals. 

6 cards of the suit will be dealt him 1 time in 24 deals. 

7 cards of the suit will be dealt him 1 time in 114 deals. 

8 cards of the suit will be dealt him 1 time in 860 deals. 

9 cards of the suit will be dealt him 1 time in 12,100 deals. 

10 cards of the suit will be dealt him 1 time in 243,000 
deals. 

- 11 cards of the suit will be dealt him 1 time in 11,000,000 
deals. 

12 cards of the suit will be dealt him 1 time in 1,250,000,- 
000 deals. 

13 cards of the suit will dealt him 1 time in 635,000,000,- 
000 deals. 

The number of different hands possible to be held by one 
player from a full pack of cards, is 635,013,559,600. 

At the commencement of the hand, the probability of your 
partner holding a certain card that you do not, is 2 to 1. 




His 
ffiffifl 

n 



HI 

Hi 



sisss 






Bi 



